Infinity 2.0.108 Patch Notes – 13 March 2026
Bug fixes following the recent release of Infinity 2.0.0.
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Jump to Lightspeed (Space Expansion)
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- The JTL expansion from SWGEMU team has been integrated into Infinity, bringing space gameplay from the ground up. Players can now fly ships, engage in space combat, complete space missions, and explore 10 space zones.
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Ships & Flight
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- Players can purchase ship deeds, create ships, and launch from starport terminals
- Ship types include single-seat fighters (X-Wing, TIE Fighter, Z-95, etc.), multi-crew ships with gunner seats, and full walk-in POB (Player-Owned Building) ships like the YT-1300 and Sorosuub Space Yacht
- Ship components (engines, shields, weapons, reactors, boosters, capacitors, armor, droid interfaces) can be installed and uninstalled, each affecting ship performance
- Ships can be named, painted with paint kits, and textured with texture kits
- Astromech droids and flight computers can be loaded into ships, providing in-flight droid commands (shield overload, reactor overload, component tuning, capacitor shunts, etc.)
- Ship parking locations tracked per starport — return to where you launched from
- Sorosuub Space Yacht available as a veteran reward with special handling (reusable deed, POB count exemption)
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Space Combat
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- Full projectile-based combat system with energy weapons, missiles, and countermeasures
- Per-component targeting — attack specific ship systems (engines, shields, weapons) to disable them
- Shield management with front/rear balancing and recharge mechanics
- Weapon energy costs drawn from capacitor, booster afterburner system for speed bursts
- Multi-entry collision system supporting hits on both chassis and individual hardpoints simultaneously
- Bridge targeting for capital ships with functional bridge components
- Ship component loot drops from destroyed NPC ships via the LootValues system
- Missile tracking with velocity-based target prediction and countermeasure defense
- POB ship interior damage — crew members take periodic damage in cells connected to destroyed components
- Better feedback message when attempting to fire weapons without sufficient reactor power
- Fixed leaving ship stations (gunner seats, etc.) not properly releasing control
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Space AI & NPCs
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- NPC ships with full behavior tree AI: patrol, engage, evade, formation flying, squadron coordination
- Improved ship AI stability: disabled ship destruction handling, rotation freezing, and faction swap fixes
- 10 space zones with spawn regions, density caps, and weighted random NPC ship selection
- Space stations that can be conversed with for docking, repairs, and services
- 100+ space NPC mobiles across all zones (pilots, quest givers, chassis dealers, squadron leaders)
- Fixed 19 duplicate creature templates that were being overwritten by JTL space mobiles
- Fixed imperial pilot loot group and template references
- Capital ships and space stations as distinct AI ship types
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Pilot Progression
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- Three pilot faction lines: Imperial, Rebel, and Freelance
- Pilot skill surrender SUI with waypoints to trainers for faction changes
- 3 fully implemented squadron quest lines (CorSec, Havoc, RSF) with 1200-1900 lines each, plus 6 stubs. Havoc Tier 2-3 missions and RSF recovery missions now available
- Split quest triggers and secondary side quest support added to space quest system
- Space XP with ace badges, prestige XP for master pilots, and faction point rewards
- Astromech certification requirements per ship type
- JTL recruitment emails sent to new characters with waypoints to pilot trainers on Corellia, Naboo, and Tatooine
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Space Missions
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- 16 space quest types: Assassinate, Battle, Delivery, Destroy, Escort, Inspect, Patrol, Recovery, Rescue, Survival, Surprise Attack, plus Duty variants
- Full 3D mission coordinates — missions can target locations in XYZ space
- Space duty missions propagate to group members in the same ship
- Mission failure and abort handling with quest CRC tracking
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Ship Crafting & Reverse Engineering
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- 131 space draft schematics corrected from stale 2.0.0 versions (typo fixes in 81 experimentation skills, wrong assembly skill in 7 files, stale customObjectName removed from 48 chassis schematics)
- 10 missing ship chassis schematics added (Z-95 sub-components, TIE Fighter body, X-Wing sub- components, Firespray chassis)
- Component Analysis Tool for reverse engineering — combine two components of the same type to get the best stats from each plus an engineering bonus
- Schematic fragment assembly system for rare KSE Firespray blueprints
- Droid programming chip system for loading commands into astromech droids
- Credit chips from space loot — tradeable items redeemable for credits
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Hyperspace Travel
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- Full hyperspace animation sequence: ship orientation, starline stretch, tunnel effect, arrival
- Cross-zone hyperspace between 10 space sectors
- Hyperspace state properly cleared on arrival — no more permanent hyperspace visual
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Space Quality of Life
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- Players who log out or disconnect in space are saved to their ground launch point, not stuck in space
- Space cloning redirects deaths to the ground starport you launched from
- Escape pod command for emergency ejection from ships
- Ship docking/undocking at space stations with autopilot approach sequence
- ETA-1 instant travel terminals separated from real JTL space terminals to avoid confusion
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Death Watch — Faction PvP System
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- A complete new endgame PvP system. Players who have reached Death Watch Initiate can speak to Cara Dune to join one of four criminal factions, unlocking custom weapons, combat medicine, bounty hunting, territory control, and inter-faction warfare.
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The Four Factions
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- Xon (Xonti Brothers) — Orange
- Sun (Black Sun) — Purple
- Krr (Black Krrsantan) — Crimson
- Zan (Zann Consortium) — Blue
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Core Systems
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- Rank-based XP progression with skill box system
- War Cycle system — factions enter and exit war states (2v2 or free-for-all configurations)
- Kill XP based on rank difference between killer and target
- Anti-abuse systems: farming cooldowns, colluder detection, gank detection (4+ attackers), same- account prevention
- DW Temporary Enemy Flag (TEF) system — separate from GCW TEF, with building entry restrictions during active TEF
- Kill switch for emergency system-wide disable
- Oathbreaker mechanics for faction betrayal
- Faction-colored kill messages in combat log
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Combat Abilities
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- Unique faction-specific abilities unlocked through skill progression
- A variety of ranged, melee, and special combat commands
- New combat mechanics for Death Watch members to discover
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Jetpack Combat
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- Death Watch jetpack mount usable in combat
- Mounted combat with jetpack-specific abilities
- Anti-jetpack countermeasures available
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Bounty Hunting
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- Same-faction bounty reveal system
- Kill streak bounties — bounties placed based on consecutive kills
- DNA-based tracking with accuracy based on hunter skill vs target evasion
- Defiler tracking droid with multiple operating modes
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Headquarters & Territory
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- Four faction HQs in the Badlands with NPC placement, terminals, skill trainers, medical ratings, and safe logout
- Research bunkers per faction
- 4 badlands no-build zones
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Progression
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- combat_death_watch_novice as entry skill (cannot be surrendered)
- Faction retention based on consecutive kill thresholds
- Skill box rotation rules
- Duel restriction between members with Greef’s orders
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Death Watch Crafting
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- 20 DW-specific schematics (jetpack, weapons, munitions, stims)
- Mandalorian-named combat stims with unique effects
- Multiple tiers of Whistling Bird missiles
- Orbital and acid strike beacons
- Defiler droid crafting
- DW dagger
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Death Watch Loot
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- 4 faction revenge rings with DW skill mods
- New dw_toughness armor attachment stat mod
- New dw_healing rare stat mod
- Low-tier attachment system for DW content below CL90
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Space Integration
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- Death Watch faction warfare extends into space — targeting, combat TEF, and boarding restrictions apply to DW members in space zones
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Integration
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- DW members have 90% mitigation against pet poison/disease DoTs
- Jedi shrine violations strip progress and broadcast bounty alerts from Greef Karga
- Recruiter NPCs dismiss DW players with 5 unique dialogue variants per faction
- DW hunters allied with all four Big 4 underworld factions — their NPCs won’t attack
- Various Death Watch messaging and notification fixes
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Ground Game Changes
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GCW / Faction
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- Minefields fully operational
- GCW base minefields now deal area-of-effect damage to nearby enemy players with proper line-of-sight checks, armor penetration, and personal shield generator interaction
- Same-faction overt base owners can view mine inventory
- Same-faction overt players can donate mines to friendly minefields
- Opposing-faction overt players can attempt to disarm enemy minefields
- Prone players are immune to mine detonation
- Non-GCW turrets
- Player-placed turrets at faction bases now fire at valid targets
- Minefields fully operational
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Weapons & Balance
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- Cryo Flamer Rifle — Armor piercing changed from Heavy to Light. Minimum damage floor reduced.
- Dark Jedi NPC Weapon Groups — New Gen 2, 3, and 4 lightsaber weapon groups added for Dark Jedi NPCs, giving them more varied and generation-appropriate weapons.
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Hoth Battle
- Boss Healer buffed — HAM increased from 24,000 to 240,000 (10x). Armor improved.
- The healer droid had a bug where it would not appear. This was fixed.
- Super Battle Droid rebalanced — Now hits more reliably (95% chance vs 18%) with a 5.25x special damage multiplier, but lower base damage per hit.
- Nightsisters isolated — All Hoth nightsisters moved to a new mtn_clan_hoth faction hostile to both Rebel and Imperial, preventing unintended faction interactions.
- Jedi forced-overt fixes — Corrected Hoth Jedi behavior.
- Witch fix and battle fix — Various Hoth encounter corrections.
- Hint chatter system — Dynamic respawn scaling improvements.
- Delta Base entry — Fixed faction point requirements for entering Delta Base.
- Delta Base chatter — Updated NPC ambient dialogue.
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Krayt Slayer
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- Stability enhancements and encounter validation improvements.
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Dynamic Themeparks
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- Gauntlet quest system — Multi-stage randomized quest chains with varied task types (Hunt, Destroy, Fetch, Bounty, Deliver, Go Get), reward scaling, pause/resume, and buyout system.
- Holocron profession mastery trials — New quest integration.
- NPC despawn handling — Fixed case where players got stuck on a task when the quest NPC despawned.
- Quest givers stand still — AI disabled on dynamic themepark NPCs so they don’t wander away from their posts.
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Kashyyyk
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- Travel fares reduced by 10x — Base fare dropped from 70,000 to 7,000 credits. Wookiee, smuggler, and non-Wookiee fares all reduced proportionally.
- Distance checks fixed on zone travel NPCs.
- Wording fixes for quest text.
- Imperial bunker template — Added missing bunker_imperial_kashyyyk_01 template that was causing snapshot load errors.
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Etyyy (Kashyyyk)
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- Beastlord retraining — Players who drop out of the Etyyy Beastlord profession can now retrain without redoing the quest.
- Creature fixes and excessive logging removed.
- Phase 19 text fix — Corrected to future tense (“will arrive” instead of “arrived”).
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Wawaatt Quest
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- Governor restriction removed — Any player can now place shovel structures, not just Governors of Wawaatt.
- Multiple quest fixes including nil checks on item_name function.
- Quest tracking re-added for a quest that had been accidentally removed.
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Other Quests & NPCs
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- Bounty Hunter targets renamed — ~30 BH mission NPCs now have unique names instead of generic labels, making targets easier to identify.
- Treasure Map distance fix — Now uses proper 3D object-based distance check instead of 2D coordinate formula.
- Jom Irimore (Corellia/Tyrena) — Made conversable with placeholder dialogue, teasing future content.
- Tauntaun backpack cooldown reworked — Changed from random 75-135 minute cooldown to predictable 2-hour base that can be reduced by grezzar_urgency tape (2 min per point, up to 50 min reduction). Also fixed a bug that could permanently break the event chain.
- ISD bonus painting re-enabled — First two players per year to kill the Force Sensitive Artist boss in the ISD dungeon receive a guaranteed legendary painting.
- Airstrike fix — Corrected airstrike behavior.
- Snowspeeder — Can only be deployed on Hoth. Attempting elsewhere shows: “Snowspeeders can only be deployed on Hoth.”
- Collection reward weapons — 8 rare carbines, rifles, pistol, and melee weapons added as collection rewards.
- Padawan spice_mom trial — Fixed trial always failing due to a duplicate screen ID conflict.
- Mellichae exit quest — Added anti-griefing protection for the solo quest finale. This is a solo encounter — friends who interfere will take significant damage.
- Heritage warehouse — Fixed re-entry exploits, added bribe cooldown, and corrected Monty Hall item selection range.
- Mandalorian finale — Fixed AT-ST kill attribution not crediting the correct player and cleaned up despawn timing.
- Mando bounty hunter & Sith Shadow NPCs — Removed AoE attacks that were causing unintended collateral damage.
- Village scene object despawn — Fixed despawn deleting the wrong shared memory key, which could break other active quests.
- Nym’s themepark rewards— reward containers can now be opened as intended
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Lok World
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- New creature spawns — Kandosiiguur (Gurk) pack and lair variants now spawn dynamically on Lok (CL 50-200).
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PvP
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- PLAYERKILLED observer — Now passes the top damage-dealing player as the third argument, not just the last-hit attacker. This affects XP credit and kill attribution for all PvP systems.
- PEF reliability improved — Personal Enemy Flag status updates now happen atomically in C++ instead of requiring a separate Lua call.
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Vehicles
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- Snowspeeder planet restriction — Hoth only.
- Snowspeeder decay — Decay rate and cycle added to the snowspeeder template.
- Vehicles no longer automatically store when you travel.
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Cities
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- CityRegion recovery — Fixed a bug where setRadius() destroyed the old city region even when creating the new one failed, permanently leaving cities with 0 regions.
- Added startup recovery that recreates missing regions from city hall position and rank.
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Characters
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- Species skill requirements — Fixed a bug where speciesRequired was reading from the wrong Lua table (statsRequiredTable instead of speciesRequiredTable), causing species-locked skills to have incorrect prerequisites.
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Creatures & Pets
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- Bio-Engineer pet color fix — Pet color is now correctly applied on first tame instead of requiring a relog.
- Camouflage/Mask Scent — Fixed breaking too frequently due to creature density calculations being overly aggressive.
- Pet guard duty — Fixed pets continuing to chase respawned mobs after their original target died and respawned nearby.
- Creature herds — herd-flagged creatures now group together with a leader and followers, moving in formation.
- Herds will periodically rest together before resuming patrol
- Baby creatures are no longer aggressive — young creatures will not attack players unprovoked
- Creatures attack reliably — fixed an issue where creatures would stand idle instead of attacking due to weapon selection failure
- Mounted swimming — riding a mount into water now properly applies the swimming state
- AI vehicles (AT-STs, etc.) can no longer be healed or poisoned
- AI pathfinding no longer enters an infinite retry loop (was generating excessive server log output)
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Vendors
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- Vendor offers disappearing — Fixed offers vanishing when switching tabs, filters, or location filters in the vendor UI.
- Vendor offer expiration — Fixed offered items not properly expiring during the vendor maintenance sweep.
- Vendor restocking — Cleaned up lock handling and deduplicated city tax lookups during restocking.
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Entertainers
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- Band music — Fixed changeBandMusic using the band leader’s instrument type for all group members instead of each member’s own instrument.
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Buffs & Combat
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- Buff observers made transient — Regular buff observers and SquadLeader buff observers are no longer serialized to the buffs database, preventing database bloat and deserialization issues.
- SquadLeader buff cleanup — Added null checks when dropping observers during buff finalization, preventing crashes if player/leader references are lost.
- Buff observer crosslock — Added crosslock protection when restarting buff observers on load from database, preventing potential race conditions.
- Flamethrower commands — Added missing null pointer check preventing potential crashes.
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Force Ranking System
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- FRS calculation refactored — Full performance refactor of the Force Ranking System calculation logic.
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Misc Fixes
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- Demolition Expert
- There was a bug where explosives could not be placed in certain areas and players also were not gaining xp as part of this bug, this is now fixed.
- Elysium null check — Prevents potential crash if an NPC fails to spawn during Kashyyyk Elysium initialization.
- Duplicate persistent events — Fixed stale event entries left by unclean shutdowns being kept alongside new ones. Events now auto-deduplicate on first clean boot.
- Fishing state clears properly — getting attacked or dying while fishing no longer leaves you stuck in the fishing state
- Fish filets now yield the correct amount of resources (no longer zero)
- Vehicle/pet deletion — the game now warns you with a system message if you try to delete a currently called vehicle or active petfrom your datapad
- Wearable attachments — attachment socket limits are now enforced correctly
- Demolition Expert
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Kash Black Mountain Wookiee Armor
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- The chestplate can be recolored now
- This fix handles a lot of Wookiee armors that were missing the values to make the color customizable but it may have included some we do not have on this server (yet)
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Incubator
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- The possiblity of hatching an Armored Tauntaun has been substantially increased
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Doctor Buffbot
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- Doc buffbot ban removal — Fixed scoping bug that prevented removing players from the buffbot ban list.
- This went through a code rewrite to make it more stable
- This patch should remove the need to use the reset option when you have issues deploying the buffbot.
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Update – Narglatch Prowler
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- Players that obtain a Narglatch Prowler need to know that these kitties can’t swim. I am working on this but this is not a trivial bug, turns out that none of the narglatches will swim.
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Server & Technical
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- Zone architecture — Server now supports full 3D spatial queries for space zones alongside traditional 2D ground zones.
- Engine updates — Core engine fixes for string handling and container notifications.
- AI pathfinding — Fixed a pathfinding loop that could impact server performance.
- Build system — Updated to C++17 and clang-19 with Ubuntu 24.04 support.
- General server stability and logging enhancements throughout.
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Stability & Performance
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- Fixed a server crash caused by null pointer in combat action broadcasts
- Fixed multiple lock-ordering issues that could cause server deadlocks during buff application, database loading, and crafting
- Fixed a login crash caused by null waypoint data during character baseline send
- Reduced excessive debug logging during login and zone transitions
- Fixed flamethrower special attacks crashing when used without a valid target
- Resolved duplicate creature template conflicts between ground and space mobile databases