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STAR WARS™: The Old Republic™ News

Separating Story From Gameplay

Coming soon in Legacy of the Sith, you’ll have more options than ever to bring your personal Star Wars characters to life with Combat Styles!

When we first developed SWTOR, one of our goals was to enable players to create custom characters that reflected the ones you knew and loved from the Star Wars galaxy. So, when we designed our eight player classes, we tied each of them to the styles of combat we felt matched them best: For example, Bounty Hunters can fight with two blaster pistols like Jango Fett, Troopers use blaster rifles like Clone Troopers, and so on. In gameplay terms, these options are your character’s Class and Advanced Class, with each Class having access to only two Advanced Classes.



Over the years, more and more of the combat gameplay options in SWTOR have shifted out of the Classes and into the Advanced Classes. And while Advanced Classes used to be selected after your character had gained a few levels, now they’re an integral part of initial character creation. Your Advanced Class is what primarily decides your combat gameplay, while your Class is (almost) entirely about your character’s voice and storyline.

While the current array of Class and Advanced Class options allows you to create characters resembling many of your favorite characters, they don’t cover all of the most popular character/combat combinations from other Star Wars media. Boba Fett is a bounty hunter who primarily uses a rifle, Captain Rex is a soldier who fights with two pistols, and so on. Wouldn’t it be great if SWTOR let you create and customize these awesome characters, and more?

For Legacy of the Sith, our goal is to do just that. By separating your combat gameplay choice (Advanced Class) from your storyline choice (Class), you can make characters with new story and gameplay combinations that allow you to create your own personal Star Wars characters. In order to make the new options clearer, we’ve updated the names:
  • Classes will become Origin Stories, embodying your character’s voice, background, and where their story begins in the Old Republic.
  • Advanced Classes will become Combat Styles which determines how your character fights from level 1 and beyond.

There are still two limitations on which Combat Styles are available to which Origin Stories:
  • If your character has a blaster-wielding Origin Story--Trooper, Bounty Hunter, Smuggler, or Agent--they will have access to only the “Tech” Combat Styles: Vanguard, Commando, Powertech, Mercenary, Scoundrel, Gunslinger, Operative, and Sniper.
  • If your character has a Force-based Origin Story--Jedi Knight, Jedi Consular, Sith Warrior, or Sith Inquisitor--they will initially only have access to other Force-based Combat Styles that match their faction’s overall alignment:
    • Jedi Knights and Jedi Consulars will be able to choose between Guardian, Sentinel, Sage, or Shadow Combat Styles at level 1.
    • Sith Warriors and Sith Inquisitors will be able to choose between Juggernaut, Marauder, Sorcerer, or Assassin Combat Styles at level 1.
    • If your character’s choices lead them away from their faction’s alignment and down the path of light side or dark side, they will eventually unlock the option to pick the other faction’s Combat Styles in addition to their own.


With this new separation of Origin Story and Combat Style, there are so many new possibilities to play your character’s story any way you choose. But what does this look like in-game? There a few different ways you will make this decision:
  • If you are creating a new character, you will first choose your Origin Story, then your Combat Style. This offers you the choice up front, so you can start your journey with the story and play style combination that works for the type of character you want to play.
  • If you create a boosted character, you will choose your Origin Story then Combat Style in a similar way to new character creation.
  • If you have an existing character when Legacy of the Sith launches, when you log into the game, you will be able to choose a Combat Style immediately. You can choose a Combat Style similar to your previous Advanced Class or choose something new. The choice is yours!

By separating story and gameplay, you’ll have access to unrivaled customization for your characters in Star Wars: The Old Republic!


SWTOR In-Game Events for August



Nar Shaddaa Nightlife Date: June 29 – August 10, 2021 (BEGINS AND ENDS AT 5:00AM PST/12:00PM GMT)
Requirement: None!

Test your luck at the exotic Star Cluster and Club Vertica Casinos with the return of the Nar Shaddaa Nightlife event! Rare and extravagant rewards await high-rollers or those touched by Lady Luck. For those of you wanting a change in scenery, the event has broadened its horizons and is also happening on Mek-Sha. New Daily Missions and a rewards await all those flushed with credits.

FEATURED REWARDS:
  • Kingpin’s and Nightlife Socialite Armor Sets
  • Phrojo Nuray and Gammorean Bodyguard Companions
  • Vectron Magnus and Kingpin's Rancor Mounts
  • Kingpin’s Predator Mount
  • Taxidermy Stronghold Decorations
  • Cartel Market Certificates
  • New High Roller Shades
  • New Replica C1-4W Mini-pet
  • New Kingpin’s Grigna Mount
  • New Blast Pad Floor Trap and Frost Floor Trap Stronghold Decorations
  • ... and more!




Bounty Contract Week Date: August 10 - August 17, 2021 (BEGINS AND ENDS AT 5:00AM PST/12:00PM GMT)
Requirement: Level 15+

For a limited time, the Bounty Brokers Association has opened its doors to anyone willing to take on their dangerous contracts, offering an opportunity for both seasoned and rookie hunters to prove their skills and bring crime syndicates and violent gangs to justice!

Each day, you can sign up for one standard Henchman contract and one high profile Kingpin Contract, and each may take you to a separate planet. Complete five standard contracts to unlock Kingpin missions with bigger loot! Head to the fleet now, invite your friends and visit representatives of the Association to get started on your contracts!

FEATURED REWARDS:
  • Reputation with the Bounty Brokers Association
  • Bounty Tracker’s Armor Set and Contract Hunter’s Armor Set
  • Assassin’s Bowcaster and Elite Tracker’s Bowcaster weapons
  • Lobelot, Swamp Kell Drake, and Drink Server Probe Mini-pets
  • BH-7X Custom Hunter Mount
  • … and more!




The All Worlds Ultimate Swoop Rally Date: August 24 - August 31, 2021 (BEGINS AND ENDS AT 5:00AM PST/12:00PM GMT)
Requirement: Levels 20+

In the growing shadow of war, swoop fans across the galaxy descend on Dantooine, Tatooine, and even Onderon for the sport’s biggest spectacle—The All Worlds Ultimate Swoop Rally! They’re packing the stands, eager to take their minds off their troubles and cheer their favorite swoop gangs. The bikers are here to take on dangerous challenge courses, show off their piloting skills, and flaunt their souped-up swoop bikes. The thunder of the engines, the deafening applause from the fans, the wind battering their helmets… there’s no bigger rush for these thrill seekers.

Despite their reputation as wild rebels whose makeshift courses disregard local districting restrictions, swoop gangs aren’t a serious threat to anyone--something all true swoop fans know! They just love adrenaline-pounding speed, sweet jumps, and big explosions, and the All Worlds Ultimate Swoop Rally combines all three in one crowd-pleasing package. The biggest gangs on the circuit — Horizon’s Razor, the Pit Screamers, and the Blatant Beks — are ready to show their fans a great time.

FEATURED REWARDS:
  • Swoop Rally Mounts (regular and gold versions)
  • Swoop Gang Outfits
  • Promotion Droid Mini-pets
  • Various Stronghold Decorations
  • …and more!

Intelligence Report: Historical Analysis of Manaan

DISPATCH FOR COMMANDING OFFICERS OF THE IMPERIAL MILITARY

REPORT: MANAAN INVASION
SUBJECT: HISTORICAL ANALYSIS OF VULNERABILITIES AND AREAS OF EXPLOITATION


As galaxy-wide resource shortages continue, we can no longer consistently rely on our established suppliers of medical necessities. This includes the trade deal currently in effect between the Sith Empire and Manaan, our sole providers of the healing substance, kolto.

Intelligence suggests that Manaan’s people--the Selkath--believe they can avenge the destruction caused by our bombardment of their homeworld decades ago by only allowing us a meager procurement of kolto, despite Manaan’s overabundance of the resource. This laughable attempt at retribution must be put to an end.

To counteract the Selkath’s blatant disrespect while substantially bolstering our kolto supply, the Dark Council has authorized an offensive against Manaan. Careful planning is required--in the past, the Selkath have guarded against outside aggression by threatening to destroy all of the kolto on Manaan. This risk, coupled with the planet’s completely aquatic surface and lack of sufficient landing zones, necessitates a more cautious approach than our typical military engagements.



MANAAN’S POLITICAL LANDSCAPE: NEUTRALITY AND ISOLATIONISM

Following the incident that many historians refer to as “the Devastation of Manaan,” the Selkath abandoned their surface structures (the vast majority of which were destroyed by the Empire’s forces) and fully retreated to their underwater accommodations. In addition to physically secluding themselves, the Selkath withdrew from all participation in galactic politics as well.

In the years since the Selkath returned to the surface and resumed trade with both the Republic and the Empire, it has become increasingly evident that Manaan’s native population have few dedicated allies or friends to call upon. Millennia of isolation have heavily influenced the Selkath’s desire to stand alone, as shown by their steadfast commitment to “neutrality.”

If anyone were to attack the Selkath, they would vehemently refuse to call upon foreign associates for help. A foolish move on their part, as our reports indicate that their military strength is woefully insufficient and would be unable to repel an invasion without aid. Their fledgling organization, the "Manaan Special Warfare Group," has proven effective against poorly-armed pirates and would-be thieves, but it cannot possibly pose any threat to the Empire.

Even if the Selkath had a fully-organized military, the Selkath’s number of Force-wielding combatants is shockingly low. A secretive organization known as the “Order of Shasa”--made up of weak and fanatical fools--is all the Selkath have at their disposal. The extremist members of this order are unlikely to ever align themselves with the Selkath’s government or military, even in times of crisis--a harsh consequence earned by not keeping a tight leash on the Force users in one’s ranks.

Against the might of the Sith and the strength of the dark side, the Selkath stand no chance.

POINTS OF INTEREST AND LOCATIONS TO AVOID

Ahto City

Ahto City, or what remains of it, may seem like a tempting prize, but the half-sunken ruins of Manaan’s former capital should be considered strictly off-limits, for now. While there are most certainly technological and military advancements--as well as profits--to be made from scavenging what was left behind in Ahto City, the return on investment is still considerably low.

The possibility of such rewards is still just that--a possibility. Since the “Devastation of Manaan,” Ahto City’s supportive and foundational structures are largely in disrepair. This is unlikely to change, as the city is mostly submerged in Manaan’s treacherous depths, and has been for decades. Time and effort would be better spent toward a more fruitful endeavor, one that would produce guaranteed assets in our war against the Republic.

Mercantile Plaza

The Mercantile Plaza, where the Empire currently conducts the vast majority of our business with the Selkath, should not be used for military staging of any kind, for any reason whatsoever.

Although the Empire enjoys a stable presence in the Plaza, as well as extensive knowledge of both the Selkath’s and the Republic’s movement within it, any aggression on our part in this area will potentially result in Republic casualties. Doing so would open the door to Republic interference, as they would have just cause to respond in kind. Our goal should be keeping the Selkath as isolated in this fight as possible.



Hidden Resources

Reports indicate that prior to the Revanite crisis, the traitor Darth Arkous worked with a Selkath scientist named Gorima in a facility on Manaan’s ocean floor. As far as we can ascertain, the pair worked together in an attempt to create an army of “super soldiers” out of other Selkath.

The facility was obliterated, and Gorima was killed in the destruction. Rank and file military personnel should avoid the area. I have authorized a separate team, reporting directly to me, to investigate the wreckage and salvage any useful data from Arkous and Gorima’s project. Modifying their work into a tool that could enhance the abilities of our soldiers--or even better, control the Selkath’s forces--would send a firm message to anyone who defies the Empire.

Additionally, assets in my spy network have heard whispers of underwater devices on Manaan--purpose unknown--that once belonged to the unaffiliated spy known only as “The Shroud.” Evidence suggests that the equipment has been abandoned for quite some time. If it can be located, our forces should make an effort to retrieve it before Selkath leadership learns of its existence.

Hrakert Rift

The subaquatic valley known as the Hrakert Rift holds one of the richest deposits of kolto in the entirety of Manaan. Claiming the area for the Empire would undoubtedly solve our medical supply problems, even beyond the end of our war with the Republic--but, until the Empire has established a firm military presence on Manaan, travel to the Hrakert Rift is strictly prohibited.

Should anyone choose to disobey this command, their fate will be decided by the monstrous Firaxan sharks that overrun the Rift.

This report should be taken into consideration in all strategy discussions, effective immediately. That said, all forces are hereby authorized to take the necessary measures to corrupt any relationship or alliance that affords the Selkath resources to wage war against us.

If the collective memory of the Selkath fails to recall the Empire’s last demonstration of power, then new lessons will be visited upon them.

For the Empire.



DARTH XARION, SPHERE OF GALACTIC INFLUENCE

Now on PTS: First look at the Jedi Sentinel Combat Style!



Our Public Test Server (PTS) has re- opened so players can give us initial feedback on the updates we’re making to Combat Styles. For the first round, players were able to test the Jedi Guardian Combat Styles. We are now starting the second round of PTS with the updated Jedi Sentinel Combat Styles. Before we get into the details of how players can access this content, we wanted to share some of the philosophy behind our changes to the Jedi Knight.

In the Jedi Knight’s current state, there is quite a bit to learn and memorize--you need to understand active abilities, passive modifiers, selectable utilities, and how they all work together. Our goal is to make these relationships clearer and easier to understand, while also ensuring that the class retains its identity. PTS for the Jedi Sentinel will follow the same goals.

To achieve these goals, we are identifying key aspects of the Jedi Sentinel, and understanding how players both perceive and utilize the class's abilities. Our focus is to equip the player with knowledge and understanding of these abilities so they can make impactful choices when it comes to ability upgrades and customizations. To make the class feel less encumbered and customization more concise, we are working to reduce the quantity of abilities but ensuring that the class remains distinct and unique.

Similar to the Jedi Guardian, this is a high-level first look at the Jedi Sentinel, there is a limitation on what will be available to play and customize. While you will be able to see the full scope of customization of the Jedi Sentinel in a later PTS, you will only be offered default choices for this initial phase.

The main question we want players to focus on is “does this feel like a Jedi Sentinel?” We want to make sure that the foundation is strong and everything we build on top of that is in line with our goals for Combat Styles and giving players a sense of new but familiar.

Check out our PTS sub-forums for details on how to access PTS and leave feedback.

Other advanced classes will also be available to test on the PTS in the following months, all leading up to the arrival of Legacy of the Sith. Stay tuned for more in-depth details on future PTS opportunities!

Please note that PTS is provided in English only.

Steam PTS
When PTS is available, there will be a new prompt on our storefront page. Clicking the link there will start the process to getting the PTS installed!

Behind the Scenes Look at SWTOR: Cinematics

Hello SWTOR community! My name is Ashley Ruhl, and I'm the Lead Cinematic Designer on Star Wars: The Old Republic. We're very excited to be celebrating SWTOR's 10th anniversary this year, and I'm here to give a nostalgic retrospective on the world of SWTOR cinematics: a little behind-the-scenes about how we create, where we've been, and where we hope to go in the future.



"Cinematic Designer" is a unique role in games, and the responsibilities vary by project. For SWTOR, a Cinematic Designer is like a director, actor, and editor rolled into one. We take recorded scripts from our narrative team and create them visually. We set stages, place actors, decide where the action starts and stops, and create acting performances from a library of animations. We also work closely with art, visual effects, and audio teams to polish the final look of our scenes.

One of the features of SWTOR’s choice-based cutscenes is that they can play differently if you're a Sith or a smuggler, if you romanced this character or exiled that one. Our conversations are constructed like many alternate realities stacked on top of one another, with conditional settings that play the scene in different directions, but always return you to the main story. The volume and variability of our cutscenes means we can’t create custom animations for every scene. So we use timeline tools, camera editors, and extensive libraries of animations, audio, visual effects, and music. When combined with dialogue and characters, this pipeline has given us the ability to create new stories for years. To make scenes custom to your story, we create conditional cameras that accommodate varying character sizes. Our tallest male character is much taller than our shortest female character, so that's a big difference in camera framing! We use a camera system called "redirects" that programmatically uses different cameras based on a character's body type and group size. Every camera is then edited by a cinematic designer to frame your unique character for the greatest dramatic effect.

Few games have hundreds of hours of hand-scripted cutscene content, especially starring fully-voiced customizable player characters. For the launch of the game, the cinematics team delivered 8 class stories, as well as cutscenes for side quests, world quests, companion stories, romances, and a few special cinematic moments. One of my favorite memories from launch was a moment on Quesh, when one of our world designers was scripting a quest about blowing up a crane at a venom refinery. There was no cutscene originally assigned to the quest, so the designer approached me, and asked "Instead of playing this out in gameplay, could we make a short cutscene when the crane blows up?" My eyes went wide as I asked, "Can I make it a 'cool guys don't look at explosions' moment??" The resulting scene might be my most screenshotted scene I've ever created for SWTOR, and I was absolutely delighted that the community enjoyed it as much as I enjoyed making it.



After launch, the cinematics team stretched beyond standard stages and into new styles of cinematic presentation. One of our greatest improvements was moving cameras. Our cameras could now track character movement, swing to reaction shots, follow the path of spaceships... the galaxy was ours. This only made us more bold to bend the rules of our tools, most notably in our space battles. Our cinematic stages are static, meaning they can’t change position during a scene. We couldn't attach characters to a ship and have the ship fly through space, but we could, however, move all of space around the ship. So any time you see a scene from the cockpit of your ship, the galaxy is literally revolving around you as we move the stars around a static stage. It’s a lot like a theme park ride!

I would be remiss if I didn’t mention how much I love crafting romance scenes in SWTOR. Relationship moments are fantastic opportunities for character performance in cutscenes, getting to know your companions beyond the saber slashing and blaster fire. The wide array of romanceable characters also gives us variety in our acting choices. How Jorgan approaches romance is different than Vette, and we bring that into their physical performance. Carefully choosing the perfect animations for an eye glance, a weight shift, a kiss… really makes these scenes a delight to create. Additionally, with so many kinds of player characters, it’s an incredible design opportunity to build romance scenes that can feel differently based on the character you’re playing, and even have different outcomes! One of my favorite romance scenes, reuniting with a particular Sith Warrior companion on Iokath, plays out in extremely different ways depending on your choices. I enjoyed creating visual emotional payoff for all of those branches, knowing that they each led to a very different kind of story.

Now 10 years later, we have a full cinematic playground where we can build, experiment, and create new solutions. It is a delight to read our writers’ scripts, and think “How can I visually make this scene as epic as it is on the page?” And if I may get a little sappy for a moment, I believe there is magic when your own unique character is the star of a movie. Seeing your character, who is a part of yourself, portrayed as the hero can change your life, because those are the moments that you can see those qualities in yourself.

I’m happy that SWTOR is still going strong after ten years, and that we get to share more of this galaxy with all of you. There’s amazing cinematic story in SWTOR that we’ve had the privilege to tell, and have yet to tell, and it’s exciting to think about what thrilling moments we’ll be making next.