SWTOR Patch 2.1 Dyes modules Q&A with Bioware

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SWTOR Patch 2.1 Dyes modules Q&A with Bioware

Post by Zyera »

http://dulfy.net/2013/05/01/swtor-patch ... h-bioware/

"Patch 2.1 Armor dyes Q&A with Bioware to clarify on some of the questions and concerns players had with the introduction of armor dyes in patch 2.1.

1. How many different dye modules can we expect at release? Will these dyes give off different colors based on the property of the armor? (i.e. will a cloth armor dye differently than a metallic armor).

There will be 48 different Dye Modules at release. 25 will be available through the Cartel Market, 3 will be available from the Security Key and Collector’s Edition vendors, and 20 more will be available through the crafting system (schematics for some of which will be found on Reputation vendors).
A given Dye Module will produce slightly different results depending on the underlying tones of the armor to which it is applied, so it is important to always preview the result before applying the Dye Module to a piece of equipment. Cloth and metallic armors will differ mostly in highlights, as their reflective properties are different, but the essential color will be the same.

2. Alot of cartel market outfits and reputation outfits are below level 15, will these be dyeable? Can you give a list of lore outfits that are not dyeable?
All Cartel Market outfits (with the exception of Lore gear) will be dyeable, regardless of item level.
Lore outfits that do not have Dye Module slots include the KOTOR outfits inspired by:

· Bastila Shan
· The Last Handmaiden
· Carth Onasi
· Darth Malak
· Jolee Bindo
· Triumvirate Armor
Additionally, the Revan armor set and the Mask of Nihilus are also considered Lore gear, and do not have Dye Module slots.

3. What crew skills will be able to craft these dyes? How would reverse engineer work with dyes?

Craftable Dye Modules will be produced through Artifice. Dye Modules cannot be reverse engineered.

4. Will armor have one or two dye module slots to accommodate primary and secondary dye modules? How exactly do primary and secondary dye modules work?
Armor will have one Dye Module slot.

Dye Modules come in three types:

· Dye Modules containing both a primary and a secondary color
· Dye Modules containing only a primary color
· Dye Modules containing only a secondary color
Dye Modules that contain only a primary or secondary color will affect only the primary or secondary color of the armor, while leaving its counterpart unaffected. It is not possible to combine a primary-only Dye Module with a secondary-only Dye Module.

For example, take a piece of armor such as the Havoc Squad armor worn by Aric Jorgan. It is white in its primary areas and orange in the secondary areas. If a Dye Module containing only the primary color dark blue is applied, the armor will now be dark blue in its primary areas and orange in its secondary areas. Similarly, if a Dye Module containing only the secondary color light purple is applied, the armor will now be white in its primary areas and light purple in its secondary areas. Applying a Dye Module to an armor that already contains one will replace and destroy the existing Dye Module.

5. Other than crafting and security key/CE vendors, are there any other places one can acquire dyes outside the cartel market (i.e. any dyes tied to achievement rewards etc).

As mentioned above, the schematics for some craftable Dye Modules will be obtained from certain Reputation vendors throughout the galaxy. At this time, Dye Modules are not distributed through quest or achievement rewards."
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