Knights of the old republic patch: Star Wars: Knights of the Old Republic patch — Official patches

Star Wars: Knights of the Old Republic patch — Official patches

About This File

Official v1.03 patch for Star Wars: Knights of the Old Republic (SWKotOR1_03.exe).


What’s New in Version v1.03

Released

  • Here are the changes in this update:
  • =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  • — Fixed a bug where the Walk key was not bindable.
  • SWConfig
  • =-=-=-=-
  • — Added in detection for Soft Shadows support for ATI based on the supported driver version
  • LucasArts Star Wars: Knights of the Old Republic page:
  • http://www.lucasarts.com/products/swkotor/
  • BioWare Star Wars: Knights of the Old Republic page:
  • http://www.bioware.com/games/knights_old_republic/
  • BioWare Star Wars: Knights of the Old Republic forums:
  • http://swforums. bioware.com/index.html?viewcat=11
  • Star Wars(R): Knights of the Old Republic(TM) 1.02:
  • =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  • — Added the ability to map the Arrow keys for main game movement.
  • — Added a Walk option button; by default it is the B key. While holding down the Walk button, your character will walk.
  • — Added support for 1280×1024 resolution.
  • — Added the ability to see all available party members character, ability, and equip screens while on the Ebon Hawk or in the apartment.
  • — Added the ability to hide the game GUI when taking screenshots. Use the following settings in your swkotor.ini in the «Game Options» section:
  • EnableScreenShot=1
  • GUIsInScreenShot=0
  • — The container GUI screen will no longer close everytime you click Give Item.
  • — Holding Shift when clicking Give Item or double-clicking the item to give will transfer the entire stack, without shift it moves the items one at a time.
  • — Added in some extra error checking and logging for loading and saving save games. If there is any problem, a file called «fileerror.log» is created.
  • — Made a fix to the Force Point Regeneration item property so it actually regenerates Force points.
  • — Fixed an issue where in some rare cases, the player would be killed while on the Leviathan.
  • — Fixed an issue with Dantooine Pazaak occasionally breaking Suvam Tan on Yavin.
  • — The Sand Person disguise will no longer be reset when entering Anchorhead and the Dockingbay.
  • — Dead party members will no longer show up later in the game. What with them being dead and all.
  • — Fixed the Hidden Bek Door (Security Station) to no longer display the ‘Impossible’ message.
  • — Fixed a visual issue with Power Blast and using Dual Blasters where the off-hand blaster wasn’t firing.
  • — Fixed a problem which would cause dialogue to skip through without playing any VO.
  • — Fixed a problem where you would get stuck at a black screen after a game load or an area transition.
  • — Fixed a problem where the screensaver could activate during the playback of a movie.
  • — Put in a symptomatic fix for your character’s attributes being reset to all 8’s.
  • — Put in a symptomatic fix for party members getting stuck and not fighting.
  • — Put in a symptomatic fix for losing force points when going through area transitions with Force Valor active.
  • — Removed the +2 bonus to the offhand attack when wielding a balanced weapon in the offhand or when wielding a double bladed weapon.
  • — Removed the ability to bind controls to the «Alt» key. The «Alt» key was never inteded to be a usable key in the first place.
  • — Fixed a rare crash bug when leaving the Ebon Hawk or the Apartments with party members.
  • — Made some stability improvements.
  • SWConfig
  • =-=-=-=-
  • — Added a check for the minimum graphics card driver version for ATI and NVIDIA based video cards as stated in the Troubleshooting Guide. If you scan your hardware and do not meet the minimum requirements for the game, you will be prompted to launch your web browser to download the latest drivers.
  • — Fixed a minor bug in RAM detection where it was sometimes off by 1 or 2 MB.
  • Star Wars(R): Knights of the Old Republic(TM) 1.01:
  • =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  • — Added two new «swkotor.ini» sound options,
  • [Sound Options]
  • Environment Effects Nonstreaming=1
  • Environment Effects Streaming=1
  • The Environment Effects Streaming=0 option was added to fix a problem with sound pauses while playing the game with an Intel i845 or i850 chipset motherboard and a 100 MHz Front Side Bus.
  • — removed the awareness penalty when running
  • — Made a fix to the «Disable Vertex Buffer Objects» option in «swkotor.ini».
  • [Graphics Options]
  • Disable Vertex Buffer Objects=1
  • If you are having some odd, random graphics issues you may be able to resolve them by adding an entry to your «swkotor.ini» file:
  • — Made a fix to the Enable Hardware Mouse option when it is disabled. This fixes a crash with certain ATI Radeon 9600 video cards.
  • — Made a fix to a display issue with Small Fonts.
  • — Made a fix to a gamma issue after movies finish playing.
  • — Removed the display of Force Points on portrait tooltips for non-Jedi characters.
  • — Fixed bug where some objects in the game would give a sticky mouse indicator like they had an inventory when they did not.
  • — Fixed an issue where if you changed appearance while Force Speed was active your movement rate would return to normal.
  • — Fixed an issue with droid animation when the item they were using ran out or their target died.
  • — The turret mini-game should no longer have the blur visual effect if you enter it with that visual effect turned on.
  • — The Security option no longer displays for doors which a key is required.
  • — Fixed a rare bug where the game could get stuck if an autopause was triggered at the exact same time as an area transition.
  • — Fixed a rare crash that could happen when a Dark Jedi dies at the exact same time as he deflected a blaster bolt.
  • — Fixed a rare crash on startup under Windows 98.
  • — Fixed a few memory leaks.

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  • The Old Republic Adds New Story, Raid, and Area in Patch 7.1 Update

    By
    Eric Law

    Star Wars: The Old Republic rolls out its first major content patch since Legacy of the Sith released in February of this year.

    Star Wars: The Old Republic has been going strong for over 10 years, and though its content has slowed down in pace, BioWare has no intention of giving up on the MMO quite yet. The Old Republic has just rolled out Patch 7.1, its first major content patch for the Legacy of the Sith expansion.

    The SWTOR patch, called Digging Deeper, adds a new chapter to the story where players will learn more about Darth Malgus and Sa’har Kateen, who appeared in the cinematic trailer for Legacy of the Sith. Players can expect to learn more about the plans of the former and the fate of the latter, and how their stories will intertwine.

    RELATED: Star Wars: Knights of the Old Republic Remake Has Been Indefinitely Delayed, Says Report

    In addition to the story arcs, The Old Republic players will also be able to explore a new Manaan daily area full of intrigue and mystery. The R-4 Anomaly Operation is also finally coming to The Old Republic in both Story and Veteran mode. Players will be able to earn new gear, items, and cosmetics in both the new area and the raid. SWTOR is also improving the player experience in other ways, like UI customization and accessibility options as well as standardized visual communication during battles. The devs put out a livestream showcasing the new options and features available to players in Digging Deeper.

    Unfortunately, this new The Old Republic patch coincides with the departure of creative director Charles Boyd. A 16-year veteran of BioWare, Boyd has been a part of SWTOR since the beginning. Digging Deeper is some of the last content Boyd will be a part of. From now on, Boyd will just be an Old Republic player, rather than a developer.

    Players are excited to finally get their hands on some new SWTOR content. The Legacy of the Sith story left on a cliffhanger, and players are eager to see where the excellent story of The Old Republic will go. Likewise, a new daily area and raid will give players something to log in to do.

    However, The Old Republic’s release schedule has been gradually slowing down over the years. Legacy of the Sith itself was exceptionally small, and 7. 1 itself took nearly six months to release. Though BioWare is committed to producing new content for the veteran MMO, many players are unsatisfied by how slow the new content is releasing. That said, with years of story and expansions to play, as well as repeated events like the Nar Shadaa Nightlife Event, there are still plenty of things for players to do in galaxy far, far away.

    Star Wars: The Old Republic is available for PC.

    MORE: Every Main Story Arc in Star Wars: The Old Republic

    Source: SWTOR

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    • Gaming News
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    • BioWare
    • PC
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    • Star Wars: The Old Republic

    About The Author

    An MMORPG-focused video game writer for GameRant for one year and counting, Eric cut his teeth on gaming since he was a wee lad watching his father play Lands of Lore. Equipped with a +1 Bachelor’s Degree of Creative Writing, he seeks to spread his love of characterization, world-building, and inclusivity far and wide. His nerd specializations of choice are Dungeons & Dragons and narrative-focused RPGs (Especially of the MMO variety.)

    Knights of the Old Republic, or simply KOTOR — Retro on DTF

    These words are probably familiar to every Star Wars fan. A cult game, one of the few that have stood the test of time and … in my opinion undeservedly placed on the pedestal of the best Star Wars game.

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    Don’t get me wrong, I dearly love Revan’s adventures in search of the Star Forge, but the first KOTOR for me has always been overshadowed by its sequel. It just so happened that my acquaintance with the series began back in 2006 with the second part. Having passed it in one gulp, I naturally wanted more and, to my joy, soon I already had the cherished first KOTOR.

    And what was my surprise when, after the first opening scenes, I saw everything the same as in the sequel, but only worse. Probably, a person who first played the second part of Mass Effect, and then the first would have the same feelings. Or in the third witcher before the first. And here’s the joke, in both cases, older versions of the game received cult status, as more advanced in all respects. But with the KOTOR series, everything is completely different, which in my opinion is a huge mistake. And now I will try to explain to you why my duckling syndrome is better than yours, i.e. why KOTOR 2: The Sith lords is the best Star Wars game.

    So. KOTOR 2 is a game with a difficult fate. The creators of the first part, who had not yet squandered Bioware, suddenly flew into the top league of game development and, in order to consolidate their success, they finally decided to make a game based on a completely independent universe — Jade Empire, and somewhere in parallel, work was already underway on Dragon Age and the game idea was born about the adventures of Captain Shepard.

    In general, the studio was not up to the sequel, which was insistently demanded by both fans and publisher LucasArts, who smelled the profit. Therefore, the biovars advised to contact the good Obsidian team, which was instructed to make the second part. The developers were given complete creative freedom and 2 years of development time, which, due to the publisher’s desire to release the game quickly to warm up the audience for the upcoming episode 3, and a rigidly drafted contract, was suddenly reduced to a year for the studio. And what did we get as a result?

    On the one hand, if you don’t look closely, this is the same first KOTOR, but with bugs and cropped storylines. Indeed, the Obsidian studio found itself in an unenviable position. This is not modern for you, when after sending the game to print on disks, you can finish the product for another six months and release a 0-day patch the size of half the game (Cyberpunk, hello).

    At best, the developers could make a small patch and put it on the Internet, but in 2005 most of the players did not download any patches on their dial-up and played as is. And in general, it played well: minor bugs did not interfere with immersion in the game universe, individual flaws were not striking. Those. the launch of the second KOTOR was not as terrifying as the launch of Cyberpunk or Mass Effect: Andromeda. But in order for the product not to come out as a raw piece of code, the developers had to cut out significant parts of the plot (about 15-20 percent of the game). Has the game gotten any worse? Not at all. And there are several reasons for that.

    First, the game offered significant improvements in gameplay. At first glance, the addition of new skills and abilities, prestige classes, and light stick wielding forms did not change the gameplay much. But in reality, they made it possible to fine-tune the characters even more. The same applies to the weapon customization system — instead of 1 slot, there are now 3 of them, and this gives even more tactical possibilities (for example, a light stick can now be upgraded for several effects, sharpening it for specific enemies or combat situations). After the second KOTOR, the first one made me feel like a stump of the game — it seems like all the key mechanics are in place, but something is always missing.

    Second, the dialogues have been changed. And here the creation of Obsidian lays the original on both shoulder blades. Branching dialogues, where the choice of a dialogue actually affects the following dialogue dialogues. While Bioware was thinking about how to reduce all dialogues to three possible answers (in Dragon Age: Origins the dialogue wheel was not delivered by a strange accident), here we have 6-8 different lines, some of which are unique and lead to unique dialogue branches.

    And the dialogues themselves are not stereotyped whining of characters, but detailed stories that are interesting to listen to or read. In addition, now, in order to open certain replicas, it was necessary to earn influence on the party members, where by answers in dialogues with them or by NPCs, and where by actions (have you already started filling in the checkbox of ideas that Obsidian will later bring to the revived Fallout series?).

    Thirdly, interesting characters made the dialogue even more interesting. And that’s where the obsidian roamed. One character is better than the other, each has its own skeletons in the closet, and the main villain (spoiler!) has been your party member for most of the game! In the first KOTOR, we had typical function characters, the whole character of which fit literally into 2-3 lines of dialogue and did not change during the game. But in the second KOTOR, each character not only had his own story, which you had to reveal piece by piece, but you could also push them towards light or darkness with your actions.

    Jolee Bindo’s «dullness» in the first game is that he left the Jedi Order (woo, that’s so ambiguous!). Whether it’s the smuggler Atton Rand from the second part, who turns out to have been a Sith assassin before, but fights the demons of the past. About Krey / Trey, I generally keep quiet.

    Well, since we moved on to the plot, then after the second part the plot of the first was perceived as a simple fairy tale (arryaya, ZV has always been like that!). In the kit we have a terrible evil that we must defeat, a group of heroes where one is more virtuous than the other (NK-47 does not count, but it is significant that he is the BEST CHARACTER OF THE GAME according to almost all the polls that I have seen), tests before the final battle and finally it is the final test and victory over evil.

    Yes, unlike other fairy tales, here you can go over to the side of darkness and become a new, or rather old, evil. But, how I screamed when the main villain of the whole game, who, without batting an eye, ordered the destruction of the planets, having lost, burst into a tirade that “I was generally good, it’s all you, Revan, it’s your fault, seduced me with cookies.” And that’s why we were looking for the Star Forge maps?

    In fact, the entire plot of the first KOTOR is built around the theme of redemption: everyone, that’s all (except NK-47, cake) atone for their mistakes in the course of the plot. Ok, the theme is good, but the implementation . .. The characters do not develop during the plot: they just wander after the GG, sometimes they tell him stories from the past and that’s it. At the same time, none of them has a sin of the same magnitude as for the GG, but the game itself equalizes them.

    The person who is responsible for all the current troubles in the galaxy (and this is true) gets the opportunity of redemption and correction. Moreover, the whole tsimes of the situation is that a second chance is given to a person who, in his actions, is literally Hitler (yeah, he did not want unnecessary victims, but the collateral damage from the war amounted to billions of corpses). And all the rest of his party members, in fact, should, in order to atone for their petty sins, literally help Hitler end the war he had brewed. Great storyline, isn’t it?

    Well, the icing on the cake is that the plot is completely, insanely linear. We have some choice in the order of visiting the planets, but their global plots always follow the same rails, only occasionally giving minor options for forks in side quests (I still do not understand how the Tusken quest on Tatooine works, since even after fulfilling all the conditions for a peaceful passage, they can still attack you).

    Everyone who scolds ME3 for the fact that the ending did not take into account the decisions from the previous parts, think about the fact that the ending of the first KOTOR did not depend on the key choices along the plot, but on the points of the dark / light side that could be scored in the side effects . Those. in fact, none of your actions in the course of the main plot could affect the outcome at all. Great, isn’t it?

    What does KOTOR II offer us in terms of plot?

    Philosophical story, where each character has his own motives, which in general can be described as a search for himself. In the course of the story, we unravel the tangles of internal contradictions of the party members, and the GG too, and try to find a new path in the changed galaxy. The already mentioned system of influence is exactly what is needed for this. At the same time, the adventure itself, in which we participate, is non-linear.

    Starting with the fact that the search and rescue of Jedi Masters can, due to the chosen lines (on purpose or accidentally, as in my first playthrough), turn into a search and kill. Although such excellent scum among the order still needs to be looked for, and I didn’t even reflect when I killed them all. The doubleback of the situation was that even by accidentally going down the path of the dark side, I still eventually taxied to the light ending. And each time you will be put not just in front of the choice of save / kill, but the choice between two sides, each of which is not a fact that is better.

    If on Dantooine it is quite clear that mercenaries are evil, then here on Onderon the war hero General Vaklu, despite the fact that he is a separatist from the Republic, but looks like a much more worthy ruler than an idealistic queen, ready to sacrifice the good of the inhabitants of the planet for the sake of the ideas of her adviser -Jedi about the unity of the Republic.

    What can we say about the confrontation between the Ithorian idealists and the pragmatists from the Czerka corporation: if you choose with your heart, then of course the Ithorians, but if you turn on your brain and understand that only Czerk has the resources to restore the planet, then the choice ceases to be obvious. Yes, in the end we will still come to a linear, as in the first part, final game, but you can come to it in completely different ways, having gone through a different path.

    But that’s not all. Thanks to the system of influence on the party members, every choice (or lack thereof) has an impact on your team. The game constantly makes you understand that actions always have consequences, but not always obvious, since influence is an intangible thing. And as a cherry on the cake, we have the main villain who hides in the shadows (in our team) throughout the game and manipulates, and then (spoiler!) betrays us. This is not a stupid Sith who intends to seize power in the galaxy (Valkorion from SWTOR expresses respect), but a Jedi who became a Sith and became disillusioned with strength.

    She realized that it was the force and force users that were responsible for the bloodiest conflicts in the galaxy, and therefore it was necessary to deprive all force users of contact with the force and thereby kill her. Humanism on a galactic scale, an end to the insane slaughter of the Sith and Jedi, and we who seek to prevent this, but thereby dooming the galaxy to even greater suffering in the coming conflicts. Do you realize the scale of the consequences? It’s our fault that Palpatine blew up Alderaan!

    And just imagine that after this, rough in some places, but magnificent in its elaboration of the plot, in the first part I get the story of regular butts of light and darkness, where we are directly pushed with all our might towards the light? What is it, a petty conflict over the Star Forge and the fate of the Republic, when the fate of the entire galaxy is at stake? KOTOR 2 took everything that was in KOTOR 1 and made it better. Separately, all the mentioned changes do not pull on a revolution, but all together …

    Perhaps the story had turned out a little differently and KOTOR 2 would have had the fate of ME2, which players remember almost with more warmth than ME1 and even more so ME3 (and in vain, because apart from the controversial ending, in all other parameters ME3 is the best part of a series). But the ruthless logic of game development led to the fact that Obsidian was not given the opportunity to either complete the game or make its continuation. Although maybe this is for the best, because then we would not have received the masterpiece Fallout: New Vegas.

    Author: Vladimir Gerasimenko. The CatGeek community.

    Bloomberg: Development of the Star Wars: Knights of the Old Republic remake is frozen

    Platforms:

    PS5
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    Aspyr Media decided to freeze the development of a remake of the cult role-playing game Star Wars: Knights of the Old Republic . This is reported by journalist Bloomberg Jason Schreier citing his sources.

    KotOR was to be the first project in a long time that EA had no involvement with, and had an exclusive deal with Disney . The contract expires in 2023, but it is already known that Lucasfilm has licensed other developers, including even publisher Ubisoft .

    Aspyr Media specializes in the development and publishing of remasters of old games, among which there are also projects from the now deceased publishing house LucasArts . The remake of KotOR was supposed to be the company’s first big project, and the veterans BioWare are involved in the development, who managed to work on the MMO Star Wars: The Old Republic .

    The official announcement of the remake took place on in September 2021. By that time, the project had already been in development for about three years. And on June 30, 2022, Aspyr Media completed the development of the so-called «vertical slice» of the game, which was then demonstrated to partners from Sony and Lucasfilm.

    And that’s where the trouble started. According to Schreier’s sources, after the demonstration, company management fired design director Brad Prince and art director Jason Minor . This shocked the developers, and Minor admitted that his dismissal was a surprise.

    According to Aspyr Media management, the demo was not what they wanted. Therefore, the development of KotOR was suspended indefinitely. One insider suggested that it took too much money and time to create the vertical slice.

    The fact is that Aspyr Media promised partners to release the game at the end of 2022. However, now the developers believe that the release should now be expected no earlier than 2025.

    In such a situation, the further fate of the project remains vague. It is possible that in the end the project will be taken away from Aspyr Media and transferred to Saber Interactive , which has also been involved in development since May 2022.

    Read also: Lucasfilm freezes ALL Star Wars movies?

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