Patch notes · October 4, 2026 · Changes deployed October 1–4
Loot Expansion, Factory Repairs and Faction Updates
These notes cover deployed changes since the October 1 report. Older patch notes remain available in the archive.
Loot variety and components
- Added or repaired 718 loot reward entries spanning weapons, components, crystals, schematics, clothing, jewelry, decorations, vehicles, housing and supply crates. Entries include variants; this is not a count of unique new models.
- Added 166 weapon loot variants across 153 existing weapon types. Existing weapon statistics are not globally multiplied by this update.
- Added Death Watch Siege, Black Sun Precision, Aa'kuan Battle, Binayre Quickfire, Hutt Reinforced, Sennex Wounding and Rorgungan War component families. Rifle barrels, power handlers and sword cores use the galaxy's existing advanced-component strength, with family-specific tradeoffs of up to 10% on supported properties.
- Added named crystal choices, Premium and Flawless Krayt pearl grades, and additional relic components. Component stack ranges remain based on existing local components rather than being replaced wholesale.
- Eligible level-80-and-higher faction enemies receive additional themed loot opportunities. Dedicated wilderness enemies on Hoth, Chandrila, Mandalore and Nal Hutta, selected named bosses and turf commanders receive additional appropriate rewards.
- Existing enemy loot slots are preserved. The general rare-reward selection now includes the expanded catalogue without removing its previous reward choices.
- Service NPCs, pets, invulnerable actors and ordinary low-level enemies are excluded from the new themed rolls. Exclusive Meatlump and Big Tooth boss rewards remain protected from general loot distribution.
- Duplicate themed weapon components can be sold to an arms junk dealer for 250–500 credits.
Schematics, decorations, vehicles and houses
- Enabled additional banner, plant, rug, Marauder armor, Jedi wearable, lightsaber and vehicle schematic rewards. Repaired recipe learning, missing ingredients and affected crafting-product links.
- Gave 65 recovered recipes distinct names and descriptions so they no longer share misleading fallback identities in crafting lists.
- Corrected ten Bounty Hunter armor blueprint loot rewards to use their existing learnable schematics. Master Armorsmith requirements, one-use learning, recipe costs and existing recruiter prices remain unchanged.
- Restored vehicle crafting components, Jedi Fabric Treatment and the Ancient Blackwing Crystal Pack using appropriate existing component balance.
- Completed housing recipes for the AT-AT house, Commando Bunker, small windowed Naboo and Tatooine houses, and Yoda's Hut. Added complete recipes for the Basilisk War Droid, crafted Flare-S and Krayt Skull Backpack using comparable existing recipe costs.
- The Tantive IV vehicle recipe now uses the AV-21 recipe requirements: 1,125 nonferrous metal, 3,125 ferrous metal and one AV-21 power plant.
- Expanded vehicle-deed loot includes the Hover Chair, XP-38, Military Transport, Panning Droid, Snowspeeder, RIC-920, Gasgano's and Mawhonic's podracers, HK-47 Jetpack and Republic Gunship.
- Expanded decorative loot includes paintings, botanical specimens, gardens, holocron display relics and seasonal displays. Decorative holocrons are display items, not Jedi-unlock consumables.
- Repaired missing supporting assets for the deployed catalogue and adjusted affected house terminal positions to their interior floors. Some recovered items use compatible existing appearances.
- The RIS diagram now has the readable name RIS Armor Blueprint.
- Mandalorian armor retains its Death Watch Bunker assembly requirements. Existing lot and placement restrictions remain, including the building restrictions on Hoth and Mandalore.
Supply crates and faction vouchers
- Enabled Artifact, World Treasure, Event Reward, Rare, Exceptional and Legendary Supply Crates, plus Common, Rare and Event Supply Caches and the Recycled Material Supply Crate.
- The Recycled Material Supply Crate provides twelve 1,000-unit recycled-resource stacks.
- Crate opening checks reward availability and inventory capacity before completing delivery. Keep the crate directly in your inventory and finish combat or trading before opening it.
- Imperial and Rebel vouchers redeem for 1,000 ordinary faction standing—not GCW spending currency. You must have room below the standing cap for the full amount; rejected redemption does not consume the voucher.
Factory and inventory repairs
- Factories now consume the required component units from crated batches instead of spending a whole component batch for one ingredient.
- Partly consumed component batches retain their remaining units across saves. Extraction and splitting preserve the remaining total; existing crates are not replenished.
- Reassigning a manufacturing blueprint no longer duplicates its ingredient-consumption entries.
- If a factory cannot insert its finished output, it stops before consuming the inputs for that output.
- Ordinary loose stacks and medicine-charge behavior remain unchanged. Diagnostic circuits retain their existing 50-item electronics factory crates.
- Player inventories now hold 1,000 items. Existing characters receive the increased capacity on login. Banks and backpacks are unchanged by this inventory update.
GCW camps, capture and deliveries
- Repaired the Talus Forward Camps: Imperial at approximately (−2840, 3200), Rebel at (−2150, 3290). Each has two tents, a faction banner, a tool chest and an operations console.
- Campaign navigation provides six waypoints covering the two camps and four capture objectives.
- Objective menus now offer Begin Capture / Renew Order. Orders last ten minutes, allowing the three-minute solo capture to finish without repeatedly renewing. This supersedes the one-minute renewal guidance in the October 1 notes.
- Capture requires an overt, living, outdoors, dismounted participant within 25 metres. Enemy opposition interrupts capture. The staging camps themselves are not capture objectives.
- Repaired delivery of all nine GCW medical kits and resupply first-aid kits. Existing paid deliveries can be recovered through the same requisition menu without paying again.
- New and pending GCW reward breastplates use Imperial Stormtrooper or Rebel Marine appearances instead of Composite. Legendary Imperial and Marshal Imperial breastplates have pauldrons; Rebel versions do not. Statistics are preserved, and already-delivered armor is not replaced.
Criminal Turf Wars
- Death Watch and Black Sun members can access Criminal Turf Wars through their recruiters, contacts or field communicators.
- Three outdoor operations are available: Outer Rim Arms Depot on Rori, Contraband Transit Route on Talus and Underworld Safehouse on Tatooine. Menus supply waypoints to their current locations; refresh them after a restart.
- Enroll for one membership at the operation console. Up to eight members can gather for three minutes before deployment. Defeat four defenders, then two reinforcements and their commander; clear combat and hold within 30 metres for 60 seconds.
- Opposition rotates between Aa'kuans, Binayre Pirates, the Hutt Cartel, Sennex and Rorgungans.
- Enforcers are level 350 with 750,000 HAM, Heavy armor, 75% resistance to all nine damage types and 6,000–9,000 base damage. Commanders have 2,000,000 HAM and 12,000–18,000 base damage with the same level and defenses.
- Operations expire after 20 minutes. Leaving the area, logging out, dying, mounting or resigning removes participation; an empty crew cancels the operation. Unenrolled interference that delivers a killing blow cancels the operation.
- Successful eligible participants with at least 30 seconds of attendance receive 250,000 credits, 50 merit and 250 faction standing. Death Watch members also receive two war trophies.
- Rewards are limited to four paid wins per character per UTC day, with a shared 30-minute reward cooldown across both memberships. Control lasts 30 minutes and does not provide continuous payouts.
- This is opt-in NPC warfare; it does not add forced PvP hostility between Death Watch and Black Sun players. Unfinished operations and unclaimed temporary completion rewards do not survive a restart.
Faction equipment and communicator menus
- Black Sun reward armor and Death Watch Veteran armor now have 50,000 maximum condition. Existing pieces update when loaded, preserving their wear percentage and destroyed state; later repair losses still persist.
- Ordinary crafted Bounty Hunter armor, resistances, slicing and normal condition decay are unchanged by that condition adjustment.
- Death Watch and Black Sun field communicators now use a single activation entry that opens their action list, avoiding crowded radial menus. Existing contract mechanics and reward amounts are unchanged.
- Repaired all ten Bounty Hunter armor crafting recipes. Schematics remain learnable by Master Armorsmiths and cost 1,000,000 credits each at the Black Sun recruiter.
Combat, walkers and Force-sensitive progression
- Player Tumble to Standing now spends all remaining positive Action, whether the pool is full or partly depleted. It cannot be used with no Action. An accepted attempt still spends Action if dizziness causes a fall.
- Attempts rejected by the existing state, movement or delay restrictions do not spend Action. Tumble to Kneeling, Tumble to Prone and NPC tumble costs are unchanged.
- All thirteen rideable walker types now have Heavy armor with 75% special protection against all nine damage types.
- Uncontrolled NPC attacks against players now have minimum hit chances of 85% below level 100, 90% at levels 100–199, 95% at 200–299 and 99% at 300 or higher. Player-controlled pets, PvP and NPC-versus-NPC combat are unchanged by these hit-chance floors.
- After the existing Force-sensitive unlock, successful real and practice crafting—including tailoring—each award 250 Force-sensitive Crafting XP. Ordinary crafting XP is unchanged.
- Genuine dancing and music performance ticks now award Force-sensitive Senses XP without spending ordinary XP. Fractional progress carries forward; awards stop once all four Force-sensitive branches are mastered.
- Real healing can award Force-sensitive XP without the earlier pre-unlock support cooldown blocking it. Self-healing, same-account targets, NPC targets and healing that restores nothing remain excluded.
- Paemos no longer converts ordinary XP into Force-sensitive XP. Existing experience and trained skills are preserved.
Interior placement and launcher updates
- Corrected room placement for all 32 Meatlump cave NPCs, both planetary-headquarters recruiters, and the Death Watch quartermaster and two crafting stations. Their combat statistics, loot, respawns and base-destruction rules are unchanged by these placement repairs.
- Website download links and historical launcher-download links now lead to the current compatible launcher package.
- Close the game and run the launcher's Scan/Update before playing to download the loot expansion's supporting assets and crafting names. Use the download page if you need the current launcher.
Scope and remaining verification
These changes are deployed and passed server startup and automated checks. The wider catalogue is not complete: unfinished entries remain disabled. Player confirmation of rendering, crafting, crate delivery and multiplayer interactions is still welcome. Please report the exact item or recipe name and what happened if you encounter a problem.