"Marrying a sim in your employ would be innapropriate"
"...Dismiss them from their role to further pursue a relationship." Is what came up when I tried to propose. Turns out my boyfriend isa mail carrier and im a writer, theres a conflict of interest. Ive never seen this before! Breaks the immersion when I have to go to household management to make him quit his job. :neutral: Why even enforce this? If i wanted to marry him so I could keep selling 'bestsellers' (honestly, I love him for his personality! :p ) the game wouldnt let me. Does a romantic relationship actually affect the writing career? Hes not even the sim that delivers my mail.216KViews1like63CommentsCannot edit preexisting sims
Okay so I don't know what's going on. I made a Sim and his Brother. One Sim had 2 kids and a wife, and now their relationships are all screwed up. I can't make my Sim the uncle to the children, only Brother, one of my kids has their Father listed as their brother. My Sim Uncle has his nieces and nephews listed as Roommates. WHAT THE HECK IS GOING ON HERE! I love the game so far but holy crap that's annoying. Also when you get married her last name does not change. I hope these are all things fixed in the next update. Anyone else having this or similar problems?165KViews1like57CommentsCheater & hacker update 11/18
Greetings Heroes, We take cheating at Galaxy of Heroes very seriously and are tirelessly working to identify and remove cheaters from the game. You may have noticed or have heard that one of our investigations resulted in a mass banning. Well sit tight, cause this purge is just beginning (insert sinister laugh here.) After countless reports and over a year of investigation, we are confidently taking action on hundreds of accounts engaged in... well let’s just say they ended up on my naughty list. You no doubt are seeing some changes in your arena leader-boards as a result of this ongoing action. We are nowhere near the end of this battle. To quote the greatest rock band of all time... “We’ve only just begun...” And remember heroes, it is a direct violation of the terms of service to purchase in-game currency from third party vendors (aka if it is not in our store, it’s not legit.) Ya know, the Terms of Service bit about “...blah, blah, blah, Sell, buy, trade or otherwise transfer or offer to transfer your EA Account, any personal access to EA Services, or any EA Content associated with your EA Account, including EA Virtual Currency and other Entitlements, either within an EA Service or on a third party website, or in connection with any out-of-game transaction, unless expressly authorized by EA... blah, blah.” That bit. http://tos.ea.com/legalapp/WEBTERMS/US/en/PC/ And per usual, if you have any questions or concerns regarding cheating or banned accounts in the game please message me directly on the forums @cg_lucifersdaddy . Carry on, and don’t forget to wash those blasters every day! LD161KViews1like527CommentsSEE definitely needs a buff!
So, SEE in my opinion seems to 100% need a buff done too him, its quite ridiculous how bad he is. Palp teams can kill him, Geo teams can kill him, Sep teams can kill him, vader teams can kill him, Imperial Troopers absolutely destroy him, and Kylo can 1 v 5 him. This doesn't feel like a galactic legend at all, specially no where near the power level of Rey and Kylo. Its arguable that even JML who definitely needs some tweaks also, is actually better off than SEE. Sure SEE does massive damage once you get the ultimate out but, that's IF you can get the ultimate out and you definitely need him for offense if you want too use it. When placed on defence, he doesn't get a chance, his entire team get wiped out almost instantly by so so many different teams. Im sure over the next week we'll see even more silly counters come to light. And despite what the videos say, you can not solo GAS with him, myself and 2 other people have tried now multiple times and clones just rip through him, so that video was clearly faked an had their mods removed on the 501st. Again, this is just me voicing my opinion, and im sure it'll trigger many people as what doesnt on the forums but, im thinking maybe give him some leadership defensive bonuses for his team at least and maybe some damage bonuses like Kylo has. Specially considering hes meant to be used with Tanks. And his ability where all Sith recover 50% protection is a bit silly considering Sith rely on Health in the game. Just my two cense on it. Please buff "both" GL's.146KViews1like4384Comments[MEGA] Road Ahead: July 2021
DEV POST "CG_SBCrumb;d-202379" wrote: https://www.youtube.com/watch?v=O2yFhIaOAAk Hi Holotable Heroes, This month we are experimenting with a new format for Road Ahead! DojaFett and myself present the important announcements in video form, but we have also posted some of the highlights and major details in this forum post. We would love to hear your feedback on this format and let us know if you want to see more videos like this. There’s a ton of information on upcoming units, features and dates. It goes without saying that these details and times are subject to change as we get closer to release. New ship: Executor Available from a new Advanced Fleet Mastery Requirements to View and Begin the Event: Vader Relic 7 Piett Relic 8 Boba Fett Relic 8 TIE Pilot Relic 5 Bossk Relic 5 IG88 Relic 5 Dengar Relic 5 Ships Required to Begin the Event: This section has been updated Razor Crest (5-stars) (7-stars to complete) Slave I (4-stars) (7-stars to complete) IG-2000 (4-stars) (7-stars to complete) Hound's Tooth (4-stars) (7-stars to complete) TIE Advanced (4-stars) (7-stars to complete) TIE Bomber (4-stars) (7-stars to complete) Imperial TIE Fighter (4-stars) (7-stars to complete) New Character: Maul Available from Conquest New Galactic Legend Lord Vader Lord Vader Requirements Group 1: Hunter - Relic 5 Tech - Relic 5 Wrecker - Relic 5 Tusken Raider - Relic 5 Padme Amidala - Relic 8 Lord Vader Requirements Group 3 Sneak Peek: General Skywalker - Relic 8 Conquest #7 Preview New Data Disks Steadfast Focus - 2 Capacity - Common: Allies are immune to Ability Block, Daze and Stun for 2 turns at the start of battle Opportunistic Support III - 1 Capacity - Epic - Whenever an ally attacks out of turn, all allies gain 6% health New Boss Modifiers Kenobi! - Whenever the allied Leader is damaged, all other allies gain 10% Offense until the end of their next turn. At the start of the allied Leader's turn, they dispel all debuffs on all allies and all buffs on all enemies. Whenever an ally drops below 50% Health, the allied Leader gains 100% Turn Meter. The first time the allied Leader is defeated, all enemies recover 50% Health and Protection and reduce their cooldowns by 3. Mandalore - All allies start the encounter with 3 stacks of Beskar Armor, which can't be copied, dispelled, or prevented. Defense and Character Raid Boss Changes Defense Changes The details of what’s getting changed and added are available below, but this won’t be going into effect for about another month in order to give you time to make an informed decision on whether to re-relic those characters up to Relic 8 or use those resources somewhere else. Darth Vader Basic: Terrifying Swing Increase damage multiplier across all tiers by 20% Increase final upgrade chance to inflict Ability Block to 100% against Jedi and Rebel enemies Final: Deal Physical damage to target enemy with an 80% chance to inflict Ability Block for 1 turn, increased to 100% if the target is Jedi or Rebel. This attack can't be evaded or resisted by Jedi and Rebel enemies. Tier 7 Upgrade: +15% Damage, +15% Ability Block chance, and +20% Ability Block chance against Jedi and Rebel enemies Special 2: Culling Blade Reduce damage multiplier on all tiers by 40%, increase debuff damage scaling to 100% against raid bosses on final tier, final tier has +25% Critical Chance when used Final: Deal Physical damage to target enemy and dispel all debuffs on them. This attack deals 50% more damage for each effect dispelled, increased to 100% against raid bosses, and grants 100% Turn Meter if the target is defeated. This attack has +25% Critical Chance and can't be evaded. Tier 7 Upgrade: +10% Bonus damage, +50% bonus damage against raid bosses, and this attack has +25% Critical Chance and can't be evaded Special 3: Merciless Massacre Increase Merciless' Critical Chance increase to 50% Tiers 5-7: ... Merciless: +50% Offense, +50% Critical Chance... Tier 5 Upgrade: +35% Critical Chance Unique 1: No Escape Add 2% Protection recovery when Damage Over Time effects expire to the final upgrade Final: At the start of each encounter, Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, and Rebel enemy.\n\nDarth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires. Whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies. Tier 7 Upgrade: Darth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires; whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies General Skywalker Basic: Furious Slash & Granted: Telekinesis Remove "ignores Defense" on both abilities; add Defense Penetration to the basic, ramping if all allies are 501st Tiers 0-6: Deal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st. Tier 7: Deal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st. \n\n If this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis, if able. \n\n Telekinesis: Deal Physical damage to target enemy. If possible, this attack will critically hit enemies with Armor Shred. If the target enemy is Dazed, reduce General Skywalker's ability cooldowns by 1. Leader: General of the 501st Increase Protection recovery for allied 501st turns while in Cover to 20% Recover 100% Protection when exiting Cover due to all other 501st allies being defeated Jedi Knight Luke Skywalker Basic: Prevailing Strike Add additional true damage if target enemy is a Tank (excluding raid bosses and GLs) Tier 7: Dispel all buffs and deal Physical damage to target enemy. If they are a Tank, also deal true damage to them (excludes raid bosses and Galactic Legends). Then reduce their critical damage by 10% (stacking). Jedi Knight Luke Skywalker gains 10% Max Protection (stacking, max 100%) until the end of the encounter. This attack can't be countered. Tier 7 Upgrade: If target enemy is a Tank, also deal true damage to them (excludes raid bosses and Galactic Legends); Jedi Knight Luke Skywalker gains 10% Max Protection (stacking, max 100%) until the end of the encounter Special 1: Stalwart Advance Remove "and all attacks ignore Defense" from Jedi's Will Increase Offense to 50% and add 25% Tenacity to Jedi's Will Tiers 0-6: Deal Physical damage to target enemy and call another target ally to assist. Jedi Knight Luke Skywalker gains Jedi's Will for 2 turns, which can't be copied, dispelled, or prevented. If target other ally is a Jedi, who is not Old Republic, they also gain Jedi's Will for 2 turns. Jedi's Will: +100% Counter Chance, +50% Offense, +25% Speed, +25% Tenacity Tier 7: Deal Physical damage to target enemy and call another target ally to assist. Target enemy is inflicted with Blind for 2 turns. Jedi Knight Luke Skywalker gains Jedi's Will for 2 turns, which can't be copied, dispelled, or prevented. If target other ally is a Jedi, who is not Old Republic, they also gain Jedi's Will for 2 turns. Jedi's Will: +100% Counter Chance, +50% Offense, +25% Speed, +25% Tenacity Base Stats Add 195 Armor Penetration to his base stats Wat Tambor Unique 2: Mass Manufacture Remove "attacks ignore Defense and" from the BlasTech Weapon Mod Tiers 0-7: .... BlasTech Weapon Mod: Gain 15% Turn Meter at the start of each enemy's turn; enemies defeated by this character can't be revived Character Raid Boss Changes The following abilities are being updated to include Galactic Legends to the Raid Boss exclusion: "(excludes raid bosses and Galactic Legends)" Bastila Shan (Fallen) - Unique 3 - Force Bond Tier 2: If Darth Revan is in the leader slot: Bastila and Darth Revan have +70% Max Health and +70% Health Steal, and Darth Revan also recovers Protection from Corrupted Battle Meditation. Allies are immune to all debuffs during any ability used by an enemy with Corrupted Battle Meditation (excludes debuffs from raid bosses and galactic legends). If Jedi Knight Revan is on the enemy squad: Bastila gains Advantage and Foresight for one turn at the start of Jedi Knight Revan's turns. Darth Malak - Unique 1 - Gnawing Terror Tiers 0-7: ... Sith enemies can't gain bonus Turn Meter (excludes raid bosses and Galactic Legends). ... General Grievous - Special 2 - Skittering Horror Tiers 0-7: ... they lose 10% of their Max Health (excludes raid bosses and Galactic Legends) ... General Skywalker - Unique 1 - The Chosen One Tiers 0-7: ... increase their cooldowns by 1 (excluding raid bosses and Galactic Legends) ... reduce their current Max Health by 20% for the rest of the battle (stacking, excluding raid bosses and Galactic Legends) ... Grand Admiral Thrawn - Special 1 - Fracture Tiers 0-7: ... Fracture on Raid Bosses and Galactic Legends: ... Jedi Knight Luke Skywalker - Special 2 - Repulse Tiers 0-7: ... Repulse on raid bosses and Galactic Legends: ... Moff Gideon - Unique 1 - Know Your Adversaries Tiers 0-7: ... he inflicts Demoralized on all enemies (excludes raid bosses and Galactic Legends) until they are defeated ... C-3PO - Basic - Baffling Trick Tiers 0-7: ...(raid bosses and Galactic Legends:)... Galactic Legend Changes Rey - Special 2: Sudden Whirlwind Tier 2: Deal 2x massive damage to target enemy. Then, deal Physical damage to all enemies. Enemies defeated by this ability can't be revived. This attack can't be countered or evaded and deals 7% more damage with massive damage per Relic Amplifier level. .... Sith Eternal Emperor - Leader: Sith Eternal Added "Sith allies gain 5% Turn Meter whenever an enemy gains a buff that can't be dispelled" to final tier Tier 2: Dark Side allies have +25% Mastery, +30% Potency, and +20 Speed, doubled for Sith allies. Whenever a Deceived or Linked enemy uses an ability, Sith Eternal Emperor gains 10% Mastery (stacking) until the end of encounter and other Sith allies gain half that amount. Whenever a Linked enemy uses an ability, Sith Eternal Emperor gains 8% Ultimate Charge. After the start of each encounter, whenever an enemy gains a buff that can't be dispelled, Sith allies gain 5% Turn Meter. Whenever a Sith ally is defeated, dispel all debuffs on other Sith allies and they recover 100% Health and Protection. Sith allies can't be revived, and they ignore defense when targeting a Jedi enemy. DEV POST UPDATE 07/26/2021 Doja and I spent most of the weekend gathering sentiment and feedback regarding the Road Ahead. Below are some of the most recurring comments we noticed, and hopefully the following responses will help clarify some of the questions and concerns you have. We also appreciate the vast majority of you separating the video format from the news contained within the message. Hopefully we can deliver more videos in the future and work toward expanding the ways we interact with the SWGoH community. Galactic Legends and non-GL counters/interactions: The community has always been excellent at puzzle-solving, theory-crafting, and finding ways to maximize the effectiveness of their rosters. The changes are meant to not only allow for more design space for powerful characters below Galactic Legends, but also to prevent situations in which a non-GL could one-shot or otherwise severely and regularly reduce the effectiveness of a Galactic Legend. As we mentioned in the video, changing characters post launch is a last resort. There needs to be a balance between how consistent a counter is and how powerful the squad they are facing is in comparison. This is not just for squads with GLs, but for any squad that is able to counter another. For a healthy balance to the meta, counters should require a similar amount of resources to the team they can beat, whether that’s mods, gear/relic level, and/or specific units. GLs require a large amount of time and resources to unlock and their place in the meta should reflect the difficulty involved in unlocking them. They are late-game units and it makes sense they would be commensurate in power and effectiveness to their status as late-game roster acquisitions that take a lot of effort to acquire. Difficulty of Events Post-Character Changes: We are reviewing existing Journey Guide events for any unintentional side effects. Our goal is to keep these events around the same level of difficulty as before. Three of the characters had specific updates to their kits to maintain the character’s utility as a high-end unit in other areas of the game, such as PvE events, etc. General Skywalker, for example, had things added to his kit because we wanted to offset the changes and make sure he remained highly effective - especially when leading a full 501st squad - in other areas of the game. Dark Trooper: We noticed some confusion surrounding Dark Trooper and wanted to clarify that DT is not getting any direct changes to its kit. Rather, the changes to Sith Eternal Emperor reduce Dark Trooper’s effectiveness in this matchup and that is why we specifically decided to return resources for Dark Trooper. Relic 9 Timing: Relic 9 is further out and will be coming to the game after the character changes are implemented, not before. We’ll share more details on R9 as it gets closer. Having said that, the character changes needed to happen before R9, otherwise the underlying issues surrounding defense being ignored would only be exasperated. Razor Crest Shards and Conquest 7: More details on obtaining Razor Crest shards will be coming soon. As far as Conquest 7 (and the concern of no August Conquest), as mentioned in the video, Conquest 7 will experience a slight delay. Three Conquests over the next three-ish months is still the plan. This should result in little to no interference with the timeline of playing through the next three Conquests and reaping the resulting rewards of your efforts there. Executor Requirements: We saw a lot of discussion surrounding the requirements for Executor and it’s place in the fleet meta. It is our intention that the Executor will be commensurate in power to the difficulty involved in acquiring it. --- I hope this response sheds some light on our perspective. We will continue to escalate your feedback to the team and be here to answer as many questions as possible.139KViews1like1685CommentsVersion Update 2/28/18 QoL + Sith Raid + Characters [MEGA]
UPDATED: @CG_RyDiggs 2/28 6:10PM PST Clarification: Sith Triumvirate Raid release: Hello Heroes, It has been a great week of version updating and releases and we've enjoyed the excitement. There is still more to come, however we have no more releases planned for tonight. Please know we plan to release the Sith Triumvirate Raid VERY SOON. I'll update you all tomorrow as necessary so stay tuned! Cheers! "CG_Leviathan;d-158998" wrote: (CG_Leviathan standing in for Kozi here) Quality of Life Improvements Raid Tickets (Daily) Fixed: Guild Officers can now rest assured that the Raid Tickets (Daily) leaderboard in Guild Management will consistently be accurate. Device Linking: An account on an iOS device can now be linked to an Android device so that it can be played on both devices (same with Android to iOS). This allows players that are changing phones, or have multiple devices, to continue their game progress. This option is available in Settings. Note: Accounts across iOS devices will continue to support linking via Game Center and accounts across Android devices will continue to support linking via Google Play. Galactic War Simming: Players that have reached level 85 and completed Galactic War 150 times can now sim Galactic War Text Search: When filtering units by category, you can now search via text entry, for example typing “Han” to see all the characters with Han in their name. The search includes all tags set for the character such as “Dark Side” or “Jedi” Pre-Battle Filters: Selecting units in the pre-combat screen is now much easier as units can be filtered by category or text. Favorite Unit Improvements: Units that are not activated can now be set as a favorite, allowing easy access when seeking shards. Favorited units are now sorted to the top of the character inventory, minimizing the need to select the filter. When viewing gear details, any characters that have been favorited are sorted to the beginning of the characters that need that gear. Multi-Sim Ship Challenges: A Multi-Sim button is now available in Ship Challenges once 3 stars has been reached in the final tier of Ship Building Materials, Ship Enhancement Droids, and Ship Ability Materials. Sim Credit Heist and Training Droid Smuggling Events: Tiers with 3 stars can now be simmed. Inbox Message Delete button: All inbox messages that currently only have a “GO” button will now also have a “DELETE” button so the player isn’t forced to press “GO” remove the message. (Ex. Raid Started and “New Guild Orders”.) Rearranging Units: There are a variety of situations where a player’s tall unit (ex. Darth Vader) is obscuring a small unit (ex. Hermit Yoda). This resulted in players being unable to select the obscured unit when an Ally ability allows it (ex. Hera’s Backup Plan ability). To ensure units can always be selected and seen, units will now rearrange based on unit height. The one exception is the leader unit, which will remain in the front. This tech also applies to opponent ships to minimize situations where an opponent's ship can not be targeted (this was primarily an issue on the Capital Ship’s turn). Zeta Purchase Confirmation: To avoid accidentally upgrading an ability to its Zeta level, a confirmation message will now warn players prior to upgrade. Shipment Improvements: To significantly reduce the number of required taps when viewing details on a shipment and then choosing to purchase, shipments now show the quantity of gear/shards owned at the top level and the details screen acts as the confirmation. Last Month Leaderboard: The “Last month’s top 3 guilds” leaderboard has been visually improved Legal Changes: Added a button linking to a new legal form for German players. Territory War Improvements Minimizing Ties: To minimize the chance of a tie and reward players for skill in combat, bonus banners can be earned from successful attacks. Details: All successful attacks earn 5 banners Bonus banners can be earned for defeating the squad/fleet on the first or second attempt First Attempt: +10 Banners Second Attempt: +5 Banners 1 additional banner can also be earned for each surviving unit If less than the max units are brought into combat, 1 additional banner is earned for each empty slot. This is so players are not penalized for attacking with fewer than 5 units. Banners earned for setting defenses have been increased to compensate for this change and ensure balance in defense and offense. 30 banners for characters and 34 banners for ships. For example, if a player attacks a squad that has not been attacked by any other player, attacks with 5 units, and only loses 2 units, then 18 banners will be earned (5 for win, 10 for first time bonus, and 3 for the surviving units) Defends: The number of times a squad/fleet has defended is recorded on the squad tile and the tile will remain after the squad is defeated. This will help players identify how well their squad is defending and will communicate the potential attempt bonus to attackers. Increasing Defensive Squads for Top Guilds: As top Guilds have so many squads, the average of 4 defensive squads per player isn’t allowing them to fully demonstrate the strength of their rosters. To remedy, the average defensive squads will scale up to ~6 per player if both participants are in the highest active GP tier. New Achievement: A new achievement has been created for Territory War wins. It has 11 levels with achievements at 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, and 50 wins. Previous wins will count toward progress. Pre-Battle Squads: Units will no longer be pre-populated in pre-battle for Territory Wars specifically. This is to prevent accidentally entering a battle with the preselected units that typically are not meant to be together. See you on the Holotables! -Levi Original Dev Post "CG_Leviathan;d-160578" wrote: UPDATED: @CG_Leviathan 11:45am PST Hey Holotable Heroes! In ADDITION to all of the Quality of Life update information we’ve provided over the past weeks AND today (< > ), we’re even more excited to bring you details about the upcoming Sith Raid and new powerful characters! NEW CHARACTERS Three new characters make their debut on the Holotable to help you craft your team. For more information on these updates, please see their Character Strategy posts below, but be mindful. Hatred... is a fragile alliance at best. Darth Sion Visas Marr Darth Traya SITH TRIUMVIRATE RAID The presence of the Darkside is here to make itself known. Phase one abilities: Unbreakable Will:Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating Menacing enemies. Survive any attack at 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified. Phase two abilities: Soothe: Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe (max 5 stacks); Sion also gains 5% Offense and 10% Counter Chance Cycle of Suffering: +150% Offense, can't be Resisted, can only be Dispelled by Soothe; Sion also gains 50% Offense and 60% Counter Chance Phase three abilities: Stand Alone: Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles. Tanks: +100% Tenacity Attackers: +100% Offense Supports or Healers: +100% Maximum Health Activating Stand Alone removes all stacks of Bonds of Weakness from Traya. This ability has a global cooldown and can only be used by each unit once. Phase four abilities: Soothe All: Granted to Healers and Supports. This ability functions like Soothe, but affects all allied units and removes stacks of Bonds of Weakness and its damage increase. Stand Together: Granted to Attackers and Tanks. Remove Isolated from target ally. Unbreakable Will: Granted to units when they kill an enemy. Special buffs: In this phase, Traya has a buff called From the Shadows, making her untargetable and invulnerable until both Nihilus and Sion are defeated. In addition, defeating Nihilus or Sion will grant a buff to the remaining Sith Lords until the end of the raid. For defeating Sion: Savage Ambition: This unit gains 10 speed (Stacking), and 5% Critical Chance (Stacking) every time they perform a move or score a Critical Hit. For defeating Nihilus: Dreadful Ambition: This unit’s damaging attacks reduce the target’s Offense by 10% for the rest of the battle (stacking, max 30%). See more details and Game Changer footage: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/160590/revealed-darth-traya-sith-triumvirate-raid-abilities BUGS GENERAL iPad Mini: The application should no longer crash on boot of device. iPad 2: Fixed occasional crash condition in Fleet Arena and Ship Challenges battles. iPhone X: The Apple Notch no longer overlaps text boxes in the Tank Takedown raid. iOS: Promote Tutorial no longer overlaps the gear upgrade slot when promoting a Character. Android: In Territory Battles, the “Deploy” Score Bar will now update in real time after deploying units. The reduce level button in the Training Menu now works correctly. When Data Card is tapped in the store, Notification Badge now appears correctly. Fixed issue where the size of a ship would change when scrolling between ships in the Ships Inventory. Fixed issue where the Chimaera Ship's turn meter is not visible on devices with 4:3 aspect ratio. Text will no longer overlap in Territory Battles for Dark Side Rebel Base Platoon Missions on devices with 4:3 aspect ratio. Icons will now appear correctly in rewards prize screen after completing multiple battles or challenges. Abilities: Large ability descriptions will display correctly when tapped during a battle. Fixed issue where the first time user experience overlaps Settings button in the first Light Side Mission. Fixed issue where the glowing effect extended past Continue button when using Multi Sim. Targeting: Friendly characters can be more easily targeted. Ship Abilities: When a ship ability is available to be upgraded, it is now being badged in the ship details screen. Packs: Ability Materials Mega-Pack: "Buy Again" button is now disabled after buying a pack that has a purchase limit of 1 per day. 7-star unit achievements now appear in the same session they were earned. Fixed issue where collecting materials needed count did not reflect actual count. User Interface: Fixed issue where scrollbar position doesn't reset after viewing a full gear piece in Territory Battles Prize Boxes. Shipments: First time user experience now lists Guild Events Store. Ships Combat: Fixed issue where sometimes players were unable to select some of their own and enemy ships when many buff/debuffs active in combat. Inbox: Fixed issue where users sometimes received multiple instances of the same inbox message. PVP: Action Caps and Cooldowns: Fixed issue where the cooldown button could show the wrong timer when out of action caps refreshes. Fixed occasional issue where units left with very low health appear to have 0 Health in battle. Mods: Selling a fully upgraded, 5 star mod returns the correct credit value under all conditions. Squad Management: Fixed issue where squad tabs would only allow a max of 12 characters names. CHARACTERS Darth Nihilus: Darth Nihilus' Drain Force ability no longer has a delay when using it on debuffed enemies. Darth Nihilus: Fixed issue that caused Darth Nihilus' Drain Force ability to reduce Annihilate ability cooldown when hitting a raid boss (raid bosses are immune to cooldown increase). Darth Nihilus: Fixed issue where Darth Nihilus' lightsaber glow was covering the hilt of his lightsaber. Droid: Fixed issue where K-2SO and R2-D2 were sometimes stuck in the running man/smoke screen animation. Fixed an issue where Ezra Bridger and Captain Han Solo were missing the scan line textures on their weapon materials. General: Some units health no longer clips over other units when in an ally slot. RAIDS & GUILD EVENTS Guilds: Guild leaderboard is now tappable. Guilds: Fixed issue where guild chat prompts an error when empty text is submitted. Guilds: Fixed error when a demoted officer attempts to abandon a raid. Guilds: Fixed issue where the logo of the first place guild in any leaderboard was missing. Guilds: Invite button is no longer grayed out when resending invitation. Guilds: Guild messages in guild chat will no longer overlap members text. Raids: Visual: Fixed occasional issue where the Engage All Threats icon hides the AAT’s Turn Meter bar in Phase 3 of AAT Raid on 4:3 Aspect Ratio devices. Raids: Users can no longer skip the Finalizing Results time after a raid has been completed. Raids: Fixed issue where the cost is doubled when launching the same raid at the same time on two devices. Raids: Fixed issue where players joining a guild can no longer attempt to join an in-progress raid. Territory Battles: Command button can no longer be tapped during the first time user experience. Territory Battles: Pop up messaging will now appear when users try to assign an already deployed character to a platoon. Territory Battles: Fixed issue where icons for missions are incorrectly assigned and sometime overlap when one Territory Battle ends, and another starts via same session. Territory Battles: Fixed issue when returning to map from a selected zone (Mission, Recon, or Deploy) would not put focus on the active zone. Territory Battles: Empire: Enemy abilities will now use the correct border color on map vs detail screen. Territory Battles: Decreased number of toast (pop up) messages. Territory Battles: Achievements: Super Star counts as expected towards the Super Star achievement. Territory Wars: Fixed issue in Territory Wars where players were only earning 10 banners for setting defensive squads instead of the correct 20 banners. Territory Wars: Tutorial: Fixed issue where Territory Wars tutorial reappears on a 2nd Territory Wars event after being triggered on a prior Territory Wars event. Territory Wars: The Disobey Order button will now require double confirmation. Territory Wars: Fixed issue in Territory Wars where defending squad can have one of the squad’s units stuck at 100% Turn Meter with infinite turns thus blocking progression for that phase tree. Territory Wars: Fixed issue in Territory Wars when killing the last enemy in a squad as the round timer reaches 0:00 would net you 0 banners and not count as a successful attack. Territory Wars: Opponents in Territory Wars can no longer select non-capital ships in place of a Capital Ship. Territory Wars: If players reached level 65 after a Territory Battle has started they will no longer encounter multiple restarts. Territory Wars: Fixed issue where conquered zones turn grey before animation has occurred. Territory Wars: Fixed issue where string texts were being displayed in the Territory Skirmish Event selection screen instead of the intended text. Territory Wars: Fixed issue where scroll bars in Allied and Enemy squad lists constantly update the amount of scrollable area as the user scrolls. Territory Wars: Fixed issue where the "ENTER" button is highlighted in an invalid territory zone.114KViews1like884Comments