• Announcements

    by Published on 10-25-2021 03:55 PM   

    Publish 10.5: The Rise of Galaxies

    The SWGEmu Development Division

    Publish 10.5: The Rise of Galaxies

    • Improved server stability
    • Various Server Optimizations
    • Fixed region issue
    • ​Refactored Combat Manager
    • Fixed logout to no longer leave characters in a permanent LD state
    • Fixed player disconnect message to be sent when a player goes LD instead of when unloaded from the game world
    • Fixed destroy missions to correctly spawn a lair with a name
    • Added Battlefield markers across various planets in the galaxy
    • Added a system message when deleting an item
    • Added a check to validate membership within a player association to resolve some issues where people were part and not a part of a PA
    • Fixed an issue that kept players in combat after being incapacitated or killed by a turret
    • Fixed duplicate commands getting incorrectly removed from command queue
    • Fixed issue with player position being updated when ejected from a structure
    • Fixed issues with Propose Unity including missing functionality
    • Added functionality to change appearance through screenplays

    • Fixed issue allowing more than one attack to execute at the same time
    • Fixed Knockdown, Posture Change, and Dodge animations to fire appropriately and without delay
    • Fixed various edge cases with entry check failing
    • Fixed state only command combat spam to properly display when hitting and missing
    • Fixed armor mitigation combat spam values to correctly account for multi-pool attacks
    • Adjusted initial attack combat spam to be more precise
    • Fixed combat log damage to not include food or Jedi armor mitigation
    • Fixed a combat log damage error when food mitigation was greater than 100%
    • Fixed mount being stuck at slowed combat speed
    • Fixed state application causing creatures to stand up after being killed
    • Fixed when a target is added to a defender list
    • Fixed peace ability functionality
    • Fixed a issue that allowed player and non-player character attacks to sometimes penetrate buildings in certain situations
    • Fixed Fire DOT wound calculation to be closer to live
    • Fixed a possible issue that could allow creatures to remain in combat with a player after the creatures die
    • Fixed a issue that allowed players to avoiding TEF using befriended pet
    • Fixed a issue that allowed DoTs to not expire in some situations

    • Fixed Nyms Theme Park Jinkins and Kole no longer require drag and drop of their quest items for quest completion
    • Fixed Pfilbee Jhorn Endor Painting mission to require all targets to be killed
    • Fixed a issue with Bestine Museum that prevented the curator from advancing through to new art picks
    • Added townspeople, thug, quest and commoner NPCs ability to use new dressgroup function for appearance selection
    • Added missing NPCs to various planet locations
    • Fixed CreatureAreaPoison to correctly apply a poison dot when used by an NPC
    • Fixed NPCs to converse and move around instead of staring into the distance
    • Fixed Black Sun Bunker technician to be attackable
    • Fixed Lord Nyax NPCs to now correctly display their name
    • Fixed pets to now receive the swimming state when swimming
    • Fixed pets to no longer attack while swimming
    • Added a distance check for NPCs and creatures when healing their lairs
    • Removed magseal containers from Sennex cave
    • Fixed orientation of all NPCs in Sennex cave
    • Fixed giant cavern spider recluse NPCs to use their correct name, rather than another NPCs name
    • Added missing Tatooine Big Game Hunt krayt spawns
    • Added contraband scans to function in the wild
    • Added banners to signal which faction controls an NPC city
    • Fixed Bothan ability to receive discount from a faction recruiter
    • Added a chance for Princess Leia and Darth Vader to visit faction-controlled NPC towns to rally troops
    • Fixed an issue and the message given when delegating faction to a player with negative faction
    • Changed timer to resign from a faction as a Combatant
    • Fixed static POI HQ terminals from giving out of range messages
    • Added Corellia Stronghold, Rori Imperial Encampment and Rori Rebel Military Base POIs to be faction flipable
    • Added all GCW flipable POIs to count towards GCW planet scores
    • Fixed a issue with crackdown reinforcements being called when a Probot is killed by an NPC
    • Added hacked and destruct alarms to GCW player bases, but are disabled for now.
    • Fixed a issue that allowed players that lacked the proper faction to control befriended faction pets.
    • Fixed FRS XP to now correctly use caps based on rank acquired and to function like XP caps in other professions
    • Added functionality so that players who have been banned from the game will now lose their FRS rank at the next daily rank maintenance window
    • Fixed a problem where FRS challenges were not ending correctly after one party was defeated or logged off in some circumstances
    • Added a toggle to disable the accepting of FRS Challenges from and voting for characters on the same account
    • Fixed player position updates when accepting an FRS Challenge
    • Fixed Dark FRS so sudden death flag and petition to advance is removed if player advances via the arena

    • Fixed crate appearance to display in the correct style for the type of item they contain
    • Fixed repair tools to now have five uses
    • Fixed resource crates to now correctly sort the resources listed
    • Fixed volume on containers to reflect their min and max storage while examining
    • Fixed items with customized appearances to inherit the base item as "Variation Of" rather than the custom appearance selection
    • Fixed a issue that allowed Aurellian Plants accrue updates when in storage or on vendors
    • Fixed a missing check that allowed unity rings to decay
    • Added ingredient hopper to crafting stations, both old and new
    • Fixed a issue with item transfer ranged checks
    • Changed how crafters name is added during the crafting processes
    • Changed various items being incorrectly set as clothing instead of armor
    • Fixed attachments being destroyed when added to BE enhanced item that already has it's max amount of mods

    • Fixed Jantas to now have a chance to drop Janta Staffs
    • Fixed Ewoks to no longer drop Ewok Crossbow
    • Fixed Death Watch Bloodguards to now have a chance to drop binary liquids and protective liquids

    • Added functionality so that Merchant Tents can now be crafted in two additional colors
    Bounty Hunter
    • Fixed a issue where in some situations a BH mission payout was not distributed to all party members in range
    Combat Medic
    • Fixed Temporary Enemy Flags not applying correctly when Combat Medics throw a harmful poison/disease in combat
    • Added /ApplyPoison in the game, it will pull poisons from your inventory, and can be further defined with health, action, mind, etc
    • Added /ApplyDisease in the game, it will pull diseases from your inventory and can be further defined with health, action, mind, etc
    • Fixed damage done by poisons being applied to equipped weapon experience erroneously
    • Fixed a issue that did not allow mods/food to work for enhance or wound queue delays, the hard cap is now 3 seconds
    • Refactored the Entertainer and Band functions for Entertainer, Dancer, and Musician
    • Fixed Dancer giving too much XP compared to musician
    • Added functionality to song/dance selection in the user interface
    • Added outro when stopping music
    • Fixed some entertainer effects not triggering indoors
    • Fixed a issue that allowed dead or incapacitated player to could receive entertainer buffs
    • Fixed a issue with stopDance showing music animation when changing the players posture
    • Fixed a issue with startDance and startMusic setting players posture twice
    • Fixed a issue with music notes persisting on player after they have stopped playing music
    • Fixed newly created Jedi Robes to correctly have condition
    • Fixed Jedi Robes to no longer decay
    • Fixed Saber1hComboHit 1, 2 & 3 to correctly display the damage dealt
    • Fixed SaberBlock so that when a attack with a state is blocked, the state is also blocked
    • Fixed issues with Force Intimiadate animation and it's timing
    • Fixed a issue where dots could be applied with Force Powers
    • Fixed force absorbs to be based of damage instead of ability cost
    • Fixed force absorbs to absorb force from force drain attacks
    • Fixed Startle Shot and Startle Shot 2 functionality to work like live.
    • Fixed Supression Fire and Supression Fire 2 functionality to work like live.
    • Fixed /drag to now correctly update for all players the change in location for the incapacitated or dead character
    • Fixed /drag to now scale the max distance to drag with Medical Use
    • Fixed sales tax to correctly distribute the sale's proceeds to the correct person
    • Fixed a issue where Panic Shot functionality was interrupted by how states were applied.
    Squad Leader
    • Fixed Squad Leaders to now gain XP if the difference between the Squad Leader and their party members are in extremely high or low terrain
    • Fixed Squad Leaders to now gain XP even if group members are XP capped
    • Fixed Squad Leader XP to now scale for each member and pet in the group
    • Fixed appearance selection to allow variation when crafting ranged weapon components
    by Published on 10-24-2021 09:10 PM   

    Weekly Update

    The SWGEmu Development Division

    We are using Jenkins & Gerrit. You can find all commits to Test Center Nova here. You can still report all bugs you find on Test Center Nova to the Mantis Bug Tracker. A helpful guide to bug reporting can be found here.
    Our current focus is the Publish 11 Checklist. Features planned to be in publish 11 can be seen in the SWGEmu Roadmaps

    Non linked Mantis reports are in the dev/QA area and can not be viewed with out dev/QA access.

    (Stable) = Commits are now on Basilisk
    (Unstable) = Commits are on TC Nova and are being tested

    Farelli (Dev Intern)
    • (unstable)[Fixed] BestineMuseum screenplay will now advance phases. Mantis #8218

    ~ The SWGEmu Development Division
    by Published on 10-19-2021 04:52 AM   

    Basilisk - Something Wicked This Way Comes


    The SWGEmu Events Division

    PVE Celebration Event/Quest - Something Wicked This Way Comes

    Sunday, October 31st, 2021 at 6pm PDT/9pm EDT/1am UTC (Check your time here)

    Basilisk Server; Various Starports (Exact location will be made clear in system messages)

    Come join the SWGEmu Staff celebrate Halloween with a new experience!

    There is always talk in the back rooms of the local cantina, whispers of ships long overdue and those lost among the stars. Chatter of what those holds carry, what lies within those ships, even pirates and brigands recount stories of unmarked ships veering into their paths, or sitting idle one moment and vanishing the next. These sightings are especially common this time of year, no matter what the Holonet Programs do to debunk; the sightings and disappearances do not cease to be reported. Those lost seem to return, and they are not happy about being forgotten and left to die.

    As we celebrate Halloween, there will be a brand new event which will be ongoing for ten days. Details we'll leave to you, it's a bit of mystery for all old and new, this post should give you a clue or two.

    We will also be doing a finale event on Halloween at the time mentioned above, there will be further details on the day.

    "Seek out those who have experienced these stories in cities on Naboo, Tatooine, Corellia and Lok."

    ~The SWGEmu Staff
    by Published on 09-15-2021 03:32 PM   

    Veteran Reward System Modifications for Testing

    September 2021
    The SWGEmu Team

    As we approach the 1.0 status of our project (still no timeline, no worries!), we will be testing various changes to newly-generated veteran rewards.

    This will enable us to gather and review data on play styles and make better decisions in the future.

    To be crystal clear: any changes made for testing will affect only veteran rewards generated after the changes; they will not be retroactively applied to any existing items.

    ~The SWGEmu team
    by Published on 09-04-2021 05:34 PM   

    Quote Originally Posted by savacc View Post
    I saw this as a recent post and thought, "Wow, Mobius is going to do another interview with LK two years later?" ...
    No, sadly, the thread was necro'd... It's been a very tough couple of years, and we have not had time for more interviews with everything going on in real life (TM) and all the drama about dupers and RMT'ers.

    The interview led to someone coming forward about the duper's, and then when Scurby and Farelli talked, we got even more leads. Then TheAnswer and I went dark and started doing deep investigations into what these people were doing. I could write a novel about this period of time. Then in February of 2020, I got incredibly sick, ended up in the hospital, lost 20 lbs (11% of my weight), and it took until March 10, 2020, before my doctors cleared me for work again. Oh, and then my employer announced "work from home" lockdown the very next day. Suddenly, my employees and I had to quickly figure out how to be successful 100% remote overnight. That took a bit of time. Meanwhile, I was hiring people 100% virtual, never met, just on video, and trying to bring them up to speed without a single in-person meeting and no time in the office.

    While I was sick, we still tried to drive forward on many fronts, including better organization and more tooling to identify the cheaters. I created the ability to push code silently to Basilisk because our cheating friends watched for reboots and "tested" their exploits on each reboot. It was quite a cat-and-mouse process, code pvp if you will. Meanwhile, we started getting reports of issues with Auctions, so I started digging into ancient and chaotic code that implements the Auctions. I spent excessive time tracking cheaters in secret while also adding code to audit the auctions system.

    Then in July 2020, I hand enough data to start sharing internally with staff. This caused an incredible amount of debate on what to do, and some people leaked things we were doing to public channels. Others were certain every proposed action was the end of our project. It was a horrible time; meanwhile, I continued to write a highly complex transaction logging system called Eye of Sauron. And a subsystem for analysis (Sauron) that interfaces with our CSR tooling (C3PO).

    We announced the situation as "Clone Wars" and took action to clean up the mess left behind by our cheating community members and the people who were doing Real Money Transactions (RMT) for credits and items in-game. Honestly, this was the worst period of my life in our community. First, I received death threats against my family and me. Meanwhile, we had a big explosion with a staff member who was caught "in the middle" and somehow took it out on me explicitly and started an incredible campaign against me in all sorts of channels. Treats that to this day haunt me, I find myself searching for how people can be so mean, so negative against a bunch of volunteers trying to keep an old game alive for the love of the game and what it means to all of us.

    Meanwhile, it took me a month of writing code, looking at literally 1,000 gigabytes of data dumped from Basilisk and all the logs we had from the cheaters to identify impacted items and players. This was a high-intensity time between people who were all for it and those against it. It included more people making threats against me and others telling me I'm an idiot and don't know how the system works, on and on. Frankly, at this point, I had already written a long post as a draft about my resignation. Experiencing the complete ire of these cheaters and the people they defrauded gave me deep pause. Even now, the sting hurts just writing about it. All of us on staff give freely of our time, many of us with complex lives, some in the medical field, others impacted by COVID directly or through friends and family or at work. Meanwhile, we're trying to create a fun and fair place to play a game we all love and are attacked at every angle, for doing what we believe is right, to not moving fast enough, to wipe today, or never wipe. It's a never-ending onslaught of demotivating commentary that makes you constantly wonder why we're here.

    The team is still chipping away, attempting to get to a place we feel is fair to call 1.0 and stop. At 1.0, we should have most of the pre-CU work done, sans JTL, and who knows how many random bugs, or items people want to fight about one direction or the other "it was that way on the live servers" etc. Sometime after that point, we will have a ceremony and shoot Basilisk in the head. We have debated on keeping it as a living museum. Sadly, it's not feasible due to the compute and storage resources required and the maintenance against people attempting to hack it.

    When we meet the 1.0 milestone, we expect to re-group and see who wants to consider working together on a "1.0+" server, where we will attempt to take the game forward and inject more mystery back into it, plus new content and quality of life changes.

    In the intervening years since this original interview, we've all had to deal with harsh reality in real life (TM). Meanwhile, cleaning up the dupers, RMT'ers and multi-accounters have made our community shrink. Additionally, in recent months other games and launches of alt swg servers based on the illegal source code mashed up in various ways have shrunk the active player base on Basilisk. Some assume it's because everyone is "Waiting to wipe," while others feel we will have a massive surge of returning players when the "1.0+" server launches. Everyone is an armchair developer in our community. They all know the answers, but sadly, we'd have Hello Kitty meets Barney in a Star Wars universe if we implemented everything everyone suggested. The answers are never as single-dimensional as they first appear and get even more challenging as you think about the knock-on impacts of each change.

    At this point, we're focused on getting publish 10.5 out to Basilisk, which will cause some instability there and much gnashing of teeth in the community, I'm sure. Meanwhile, the team is chipping away at the new AI code, a massive re-write that touches many parts of the game. Once we complete that, we can start on a handful of remaining items to push us over the goal of what we consider "1.0".

    I want to be proven wrong, but I expect we will continue to see a ton of negativity from the community. Every move we make will lead to the negative vocal minority complaining about how stupid we are. I have been building a framework to monitor the game using EoS to construct a set of tools to counter these voices. These tools will allow us to use real data to see if our changes lead to positive quantitative changes in player behavior. While we will listen to the community, we must avoid over-indexing on the vocal minority that tends to be negative and spends more time in the forums complaining than in the game enjoying it. I'm hopeful quantitative tools combined with community creativity mixed with our own ideas will allow us to move to a new era for this old game we all love.

    All this said I've been deeply wounded by the experiences of the past several years in this community. Both public and private events have colored my thinking and made it difficult to stay positive. One of my most significant flaws is I care about people, and when I get the type of attacks on me that have come over the past several years, it's tough for me to continue pushing forward. These experiences make me doubt that we can drive change to grow a positive community where we all support each other in a game we all love to play together. Only time will tell if the community can evolve to stamp out the negativity and focus on the creative, cheerful, and open-minded energy needed to grow to sustainable levels to make playing the game fun again.

    I'm happy to do another interview. That said, I also encourage others on our staff to do the same. The community must realize many talented people are volunteering their free time to keep this community moving. It's not all just me; I am but a gear in the overall machine that keeps us humming along every day.
    by Published on 09-09-2020 08:40 PM   

    Real Life Monetary Trades

    September 2020
    The SWGEmu Team

    Real Life Monetary trades - September 2020

    Staff would just like to give a friendly reminder to our community that following ALL our TOS is a requirement to be able to use our service. Aside from the act of donating to the project (thank you!), spending real money on third party websites for in-game benefit is strictly forbidden. Today we have banned 65 accounts for breaking this section of our TOS. We do not enjoy removing people from our project, but violations like this endanger the project and force us to act.

    Our TOS say:

    1.9. On SWGEmu Servers, all accounts and characters used for financial gain will be deleted/banned. It is forbidden to use your account for:
    • 1.9.1. Soliciting real life monetary trades.
    • 1.9.2. Purchasing of in-game credits or items for real life currency.
    • 1.9.3. Exchange of in-game items/credits for real life items.
    • 1.9.4. Exchange of in-game items/credits for items/currency from other games.

    Selling your account/sharing account

    Selling your account will fall under the same rules. If we find that an account has changed owner, it will be banned.
    Letting others borrow your account also falls under the rule below:

    1.5. Do not share accounts. The rule includes children as well, if you have a child in your home they are not allowed to share accounts as they must each have their own regardless of age. Any account banned for another user's actions will not be unbanned at the request of the owner.

    1.6. Any and all stolen and/or compromised accounts that are reported to SWGEmu Staff may be *suspended* in order to conduct an investigation. On the SWGEmu Servers, characters, credits, buildings, structures, or items will not restored or replaced under any circumstances.

    ~The SWGEmu team
    by Published on 06-09-2011 03:54 PM   

    SWGEmu Recruitment

    Updated: October 05, 2019
    Development Division

    We are looking for passionate programmers who can dedicate some of their free time to volunteer for this project.

    Required Skills

    - Intermediate knowledge of C++ and/or Java
    - Minimum experience with the Unix/Linux environment
    - Familiar with scripting languages such as LUA

    Recommended Skills

    - Object oriented programming and design patterns
    - Understanding of transactional systems and client/server architecture
    - Concurrent programming (threads, mutexes)
    - Experience with SQL
    - Reverse engineering skills
    - Game modding experience

    How can I contribute?

    Contributing is easy if you have set up the environment and git you just commit reviews to http://gerrit.swgemu.com as simple patches. After we approve some of your patches and we see that you're comfortable with the framework you get git access so you can commit directly.
    If you have questions about the implementations you can DM lordkator.

    ~ The SWGEmu Development Division

  • SWGEmu Server Status


    Status: Online

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    Highest Population: 3

    Maximum Capacity: 3000

    Uptime: 18hrs 51min 30sec

    Last updated 28sec


    Status: Online

    Population: 381

    Highest Population: 429

    Maximum Capacity: 3000

    Uptime: 1day 12hrs 13min 27sec

    Last updated 28sec


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    Last updated 19hrs 26min 28sec