[h1]Outlaws, [/h1] Welcome back to another Dev Update from the Star Wars Outlaws Team! This time, we’d like to dive further into player choice – specifically, the agency given to you to decide whether you’d like to use a stealthier or more combat-focused approach. Since launch, we’ve made some adjustments to the game experience to ensure you have options on how you approach situations across your journey – for example, you can now choose to go in combat-first around Syndicate territories or approach them from the shadows. Star Wars Outlaws represent to us a true scoundrel experience and as Kay and Nix are street thieves by trade, stealth will always be an option for players that prefer that playstyle – but we heard your feedback, and we’re implementing changes that allow for greater player freedom and embracing more playstyles. To speak more on this topic is [b]Drew Rechner, Creative Director[/b] on Star Wars Outlaws: [i]Player choice has always been a core focus of Star Wars Outlaws, but after listening to your feedback, we've realized there’s more we can do to give you even greater freedom. Restrictions like “Do not raise the alarm” or “Do not get caught” in quests were forcing players into stealthy playstyles, limiting the ability to choose whether to use combat or not. As a result, some quests could feel frustrating or unfair. We also found that detection mechanics could be unpredictable and inconsistent as well. As you know, Title Update 1.4.0 will bring the biggest improvements to this and I’ve shared some more details on that below. Our first step in expanding player choice is removing forced stealth from almost all quest objectives. This doesn’t mean that sneaking is no longer a viable or even preferable option in some cases. Rather, if you're caught while sneaking, the objective won't fail and reset you to the last checkpoint. Instead, you’ll seamlessly transition into combat. We know many of you enjoy the stealth approach, so it was important to us to preserve that playstyle while also giving you the freedom to decide how to tackle each mission. Ultimately, you’ll have the choice to sneak, go in combat-first, or—my personal favorite—sneak until you're caught and then blast your way out. And if you end up in combat, you’ll get to experience the new and improved combat loop described in our Dev Update #2. Our changes don’t stop with just quests though. We've also enabled combat in syndicate districts, which previously only allowed for stealth. This means you can still enter a syndicate district peacefully if you’ve built a good reputation with that syndicate or sneak past their guards, but now you also have the option to fight your way through if you prefer. Again, this is all to maximize your agency and choice. And we’re not stopping there. We’re also expanding player choice in broader ways. For example, you can now pick up and keep weapons you find in the field for much longer, with more opportunities to use them in various scenarios. We’ve also added more meaningful combat decisions, like targeting specific enemy body parts for powerful headshots and exploiting weak points. The addition of positioning and timing tactics will also make combat scenarios more dynamic. Our goal is to let you play the way you want to play. We’re excited for you to experience these changes and hear your feedback. Thank you for being part of this journey as we continue to improve the game. [/i] As always, keep an eye on our socials for more from us, and be sure to give us your thoughts on [url=https://x.com/StarWarsOutlaws]Twitter[/url], [url=https://www.instagram.com/starwarsoutlaws/]Instagram [/url]and start a conversation with us in our [url=https://www.discord.gg/starwarsoutlaws]Official Discord.[/url] Thank you again for your feedback and excitement! The Star Wars Outlaws Team