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New category wide sales on the Cartel Market!



Starting today, you can enjoy 50% off on several Cartel Market categories! Those sales will start at 7:00 AM CST (1:00 PM UTC) from November 27th to December 4th at 7:00 PM CST (December 5th at 1:00 AM UTC).

For one week only you can purchase items from the Weapon Tuning and Color Crystal categories or unlock items in Collections at 50% off the normal price.

Log now to start to take advantage of these incredible offers!

The Making of Gear Inspired by “The Mandalorian”

Here we are in the galaxy far, far away, thousands of years before the events surrounding the movies. We, like many of you, were entranced by the stories being told in season one of “The Mandalorian,” and we’re eagerly waiting to see what happens when season two premieres on Friday, October 30th.

Helping players fulfill their Star Wars™ fantasy includes making sure your character can look exactly how you want! In preparation for season two of “The Mandalorian,” we wanted to give your characters the ability to draw inspiration from your favorite characters from “The Mandalorian!”

We introduced many items inspired by “The Mandalorian” in 6.1.4: everything from armor sets to Stronghold Decorations, but for today’s behind the scenes, we’ll focus on the Mandalorian’s armor, blaster pistol, and blaster rifle.

What “Inspired by” Means to Us

Since Star Wars™: The Old Republic™ is thousands of years before the events of “The Mandalorian,” it’s very important to us that things aren’t just replicas of what you see on the show. It wouldn’t make much sense to see something “modern” in SWTOR and then appear completely unchanged so many generations later.

To address this, our talented artists and designers worked hand-in-hand with our partners at LucasFilm to create an iconic look that clearly evokes the armor and weapons you love while still being true to the Old Republic Era.

A Mandalorian Needs Their Armor

Mandalorians tend to have very distinct armor, and The Mandalorian is no different. To build a proper armor set inspired by “The Mandalorian,” it was important for us to look not only at the show itself, but also famous bounty hunters throughout the galaxy. We wanted to create a unique silhouette, while remaining true to the feel of a Star Wars bounty hunter. Keeping these things in mind, we began conceptualizing what our Mandalorian-inspired armor set could look like.



With a concept in hand, we knew that the next step was to create something special for our players. Looking good in a still image is important, but it needs that extra step to truly bring it to life, once it’s in your hands. To achieve this, we looked for opportunities to implement unique functionality for this armor set.





The first of those features is a unique animation for the bracer, something we haven’t done prior to this year! The rangefinder on the helmet also animates with a special visual effect that changes based on your equipped color crystal. Bringing it all together, we have the finished version of the Infamous Bounty Hunter’s Armor Set.



Nothing Like a Good Blaster at Your Side

As we started researching what building a blaster inspired by “The Mandalorian” could look like, we decided to use the prop’s true origins as a jumping off point. On the show, the Mandalorian’s blaster base is built off of a real life pistol, the Bergmann No. 1, also known as the Bergmann 1894. A perfect place to start!

With our base, the next step was to begin doing Star Wars research! We looked at weaponry in everything from the classic films to “The Mandalorian” series for elements we could bring into our blaster.





Eagle-eyed players will notice some very specific greebles being used --the two cylindrical wire pieces on the side were previously seen on the DT-12 Heavy Blaster Pistol; the metal washers and muzzle can be seen on Cara Dune’s blaster pistol on the show; and the large metal disc on the side is from a DL-44 and the Mando’s own blaster pistol!



Finally, although this is inspired by “The Mandalorian,” we needed to ensure it kept players immersed here in The Old Republic. To do this, we broke up the silhouette even more by adding a DL-44 style heat sink on the front and adding an Old Republic-style metal disc to the side. We felt this brought the Payday Blaster Pistol more in line with SWTOR’s style while keeping that Mandalorian feel!



The Rifle Does What Now?

The Amban style of sniper rifle has appeared in many versions throughout Star Wars, and we were super eager to take what we saw in “The Mandalorian” and put our own spin on it for SWTOR! To start that process we took shots from “The Mandalorian,” along with a variety of prop references from the show, to begin sketching our initial designs.





Sometimes you can find inspiration in the most interesting places. When we moved from our sketches to building the weapon in-game, we had to take into consideration how characters uniquely hold rifles in our game. This meant that our rifle needed to have a pistol grip in the rear and an enlarged foregrip in the front, which helped differentiate it from the Mandalorian’s rifle and place it more squarely in The Old Republic.



When building weapons in Star Wars, the details are important. The construction methods, weathering, and age of the rifle’s surfaces were referenced from western-style cowboy lever action rifles from the late 1800s and early 1900s, including a lever action shotgun for the main receiver section since it mimicked some of the curved shapes of the Mandalorian’s rifle. The wood texture in the stock is based on a very real wood, which happens to be one of our artist’s coffee tables.





The last step in building the Amban JP Blaster Rifle was the creation of the visual effects. We wanted the last shot in the attack to pop open the receiver and eject a power cell. This is meant to evoke a cool scene in “The Mandalorian” where he loads a power cell into the receiver of the rifle. Our team also built new tech to trigger a disintegration effect upon defeating an enemy, emulating a similar effect to what was seen on “The Mandalorian!”

Fulfill Your Mandalorian Fantasy

The whole team has been so excited to share these new Mandalorian-inspired items with you, and we hope they can help you live your own fantasy in SWTOR as we all prepare for the new season of “The Mandalorian.” The items we discussed today--and more--are available now on the Cartel Market! Sport your favorite gear inspired by “The Mandalorian,” and share it with us on social media (links).


-The SWTOR Team

Maintenance: November 17, 2020

We will be taking all servers offline for back-end maintenance on November 17, 2020.

Details:
DATE: November 17, 2020
TIME: 6:00AM - 9:00AM PST (1400 - 1700 UTC)
VERSION: n/a

Thank you for your patience as we maintain Star Wars™: The Old Republic™!

Behind the Scenes of the Feast of Prosperity

Events are a cornerstone of repeatable content for Star Wars: The Old Republic. Recurring events, like Rakghoul Resurgence and the All Worlds Ultimate Swoop Rally, happen every few months, while Seasonal events only happen once a year.

A few weeks ago, we launched our newest seasonal event, the Feast of Prosperity. To get some insight into the process of creating a new seasonal event from scratch, we sat down with one of our World Designers, Allison Berryman. During this behind the scenes look, we discussed why we created a new seasonal event, why we included certain game mechanics, and more!


Let’s do a quick introduction! Long-time forum readers may recognize your name, but what do you currently do on the SWTOR team?

Yes, hi! You may recognize me from long, long ago around launch, when I was a Senior Community Coordinator, or from the SWTOR forums (where I think my name may still be on some of the stickies...). A couple of cross-country moves and a career change later, and now I'm a World Designer! I collaborate with our awesome team to build and script missions, write some dialogue, and I've designed a couple of recent events--I get to do a lot of cool stuff in the game.


Recently we launched our Feast of Prosperity event, which is still ongoing. What made the team want to create a new seasonal event?

There were plenty of reasons to make a new seasonal event, but one of the main motivators for me was to make the galaxy feel more lived-in. Since it only comes around once a year, the Feast is definitely something to look forward to, but beyond that, it gets to exist outside the high-stakes main storylines in the game. You get to take part in a different type of story with lower stakes, but it still has interesting choices, new allies and adversaries, and opportunities to express your characters, too. I think having both kinds of stories is a key ingredient to a galaxy that feels truly alive.

It also enables us to build Missions that let us (as Designers) play around with gameplay concepts that haven't been explored in SWTOR much and might not fit in with some of the main story updates--big shout-out to Dave Shramek for his work on the awesome Cantina Rush! That kind of experimentation makes us all better designers, and in turn means we can produce better content. And, of course, having a variety of events happening throughout the year helps keep things feeling fresh and interesting and gives players more to do.





Why the Hutts? What was appealing about bringing them front and center for this event?

When we were in the initial brainstorming phase for the new event, we knew it was going to happen in the fall and that it would focus on themes that we commonly associate with that season. Feasting was, of course, a popular concept that spawned tons of fun (and often hilarious) gameplay ideas--and who's going to throw a better feast than a Hutt? No contest. Hutts were a part of this from the get-go.

Without giving too much story away, it gave us a narrative opportunity to take a look at two very different Hutts with contrasting personalities while establishing a new holiday that made sense for the galaxy. It also allowed us to take a bit of a light-hearted tone, which is a nice psychological break from having the fate of the galaxy teetering in the balance before you.

Duuba and Gaboorga were really fun to write, and I have to do another shout-out, this time to Caitlin Sullivan Kelly for polishing their dialogue up to a sparkling shine! I think everyone's going to enjoy getting to know them and ultimately determining the fate of the Feast.


The Feast of Prosperity includes things players don’t see in our other seasonal events: World Bosses and mini-games. What drove these design choices?

For this event, we wanted to present a variety of repeatable activities to give everyone something fun to do while progressing toward the rewards. You can play the two mini-games, you can gather ingredients on your own, and you can group up to take on a world boss every day. If there's a type of mission you particularly like, maybe you want to do those most days, but even if there's a type you prefer to play less of, the weekly missions can still be completed without being too time-consuming.

I already talked about how the mini-games let us explore some interesting gameplay, but another thing I personally enjoy is having a reason to go back to worlds I haven't visited in a while (for worlds where that makes sense, of course!). This wraps around into having a galaxy that feels alive, I think. Just because the planet's story arc is over or my main story doesn't involve that planet anymore shouldn't mean there's never a reason to go back.

I also liked the idea of giving people a reason to take on some of the world bosses. Fighting a big, tough enemy with a team can be really fun, but it's not always easy to get a group together for them, so hopefully this will give some folks who haven't fought them before an opportunity to do that (and give those who have fought them a chance to share their knowledge and help newer players or their guildmates).





Another new functionality in this event is how the Story Missions unlock. Instead of making the whole story available at the beginning, a new Story Mission will unlock each week. Can you tell us more about this decision?

For a little context, let's look at the last event we tied some story into. For the All Worlds Ultimate Swoop Rally, the story progresses as you gain reputation with each gang. We didn't include a new reputation track for the Feast, but we liked the feeling the Rally had of having a story continue as time passes and you work with the characters. By releasing a new mission each week, players will still get that feeling and have something new to look forward to each week of the Feast.

On the other hand, because the Feast happens relatively infrequently, we didn't want to punish anyone who can't play every week and do the missions as they come out, so once a mission is released, the previous missions leading up to it can be done one after another. That way, if you can only join us during the last week of the Feast, you'll still be able to see the whole story.


To wrap things up, what is your favorite part about the Feast of Prosperity event?

I'd say my favorite part is the story (though getting to work on the cooking mini-game is a very close second). I can't talk about that too much, though, or I'll spoil things. To wrap up, though, I’d like to thank everyone on the team in art, world and systems design, cinematics, engineering, QV, VFX, audio, production, and everyone else who supports us. None of us do anything in a bubble, and it takes a lot of work from everyone across our whole team to make any of the content you see in the game. The SWTOR team is full of incredible talent, and I’m fortunate to work with such excellent folks. And, of course, we wouldn’t be here without you, the players, so thank you for playing and I hope you’ll enjoy the Feast! Say “hi” to Duuba for me.


Thank you for your time, Allison! If you'd like to know more about Game Update 6.1.4, read more here.

Game Update 6.1.4c

  • Players can no longer leave a PvP queue when there is a pending match being created for them. Previously, if a player left a PvP queue they may have encountered an ‘instant decline’ under certain circumstances, resulting in rating loss and a lockout in Ranked queues.
  • Republic Players can now start "The Task at Hand" Mission on Odessen when entering the phase or pressing the Launch button.
  • Guild summon, Heroic Transport, and logging in at certain areas / locations will no longer instantly kill the player in rare situations.
  • The following Consumable Renown Tokens no longer require a subscription in order to use them:
    • Bonus Chapter Renown Trophy
    • Bonus Flashpoint Renown Trophy
    • Bonus Operation Renown Trophy
    • Bonus Renown Trophy
    • Bonus Uprising Renown Trophy
    • Chapter Renown Trophy
    • Exploration Renown Trophy
    • Flashpoint Renown Trophy
    • Operation Renown Trophy
    • Uprising Renown Trophy
    • World Boss Renown Trophy
  • Unidentified barrels and hilts purchased from the Spoils of War Vendors on the Fleet will now be granted into the inventory even if the character is from a Class who cannot use them.
  • Killing Izax from Gods From the Machine Operation will now grant the correct amount of conquest points.