Jedi Knight Galaxies is an immersive, competitive and innovative multiplayer shooter, played out in the Star Wars universe. Currently a full conversion mod (soon to go standalone), the project was originally based on and modified from Raven Software’s Jedi Knight: Jedi Academy. Jedi Knight Galaxies is available completely free of charge. We aim to develop the project into a Large Multiplayer Online game, crossing traditional RPG (role playing game) elements with the fast paced excitement of an FPS (first person shooter). The game is supported by its community and developers, contribution is encouraged and newbies are welcome. The current development team comes from a variety of backgrounds, countries, and age, united by our desire to make a great game. Welcome to Jedi Knight Galaxies, where we break the limits!

Report RSS JKG v1.3.23 is Released

v1.3.23 is released on ModDB and scrimmage matches are happening this weekend to celebrate Jedi Academy's 10th anniversary.

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Hello ModDB and Jedi Academy community! As a reminder, in case you weren't aware, Jedi Academy is turning 20 this year! We've also moved v1.3.23 out of beta into stable release, it is now available here on ModDB. If you're still using v1.3.22a, you'll want to make sure to update your assets, binaries, and map packs. The next beta release is being worked on and will be first made available on our website, jkgalaxies.net, once it is ready.

There are a lot of new things in v1.3.23, here's a brief summary:

v.1.3.23 released!

New/Improved Systems
:

  • Falloff Damage. Guns now feature falloff damage, meaning that if you fire at something beyond the weapon's range rating, damage will be exponentially decreased over distance.
  • Toggleable crouching has been added! You can now set a binding (Ctrl by default) to set and forget (c still uses the old method of hold to crouch).
  • Overheating has been improved both mechanically and visually. Each gun that generates heat (most blasters), has a custom defined threshold (default: 75% heat) at which point you will begin to hear a warning noise and see steam coming off the gun. If the gun reaches 100% heat it will overheat disabling use of the weapon until it can cool down to the threshold level (more steam efx will also occur during this point). Additionally it takes longer to swap to a different weapon if the weapon has more than 50% heat built up on it.
  • More debuff/buff types added. This includes some new ones with new movement mechanics: slow and haste. Sting blast weapons will add a stacking (up to 50%) slow debuff to targets hit by it. This also includes EMP debuffs which will short out certain equipment preventing their use for its duration (such as jetpacks). Other buffs can also affect movement in different ways, such as taking spice which poisons you but also increases your movement speed.
  • Updated Lua API/system to reflect current game features introduced in recent years: can now use new features like shields, debuffs, etc. This is not going to affect current gameplay much, but lays a good groundwork for later Phase II systems for things such as quests.
  • The Lua admin system has been improved and lots of bugs with it have been fixed. New commands and functionality has been added, use /admhelp cmd in game for more information.
  • The emote system has been readded. You can type in /emotehelp to get a list of different emotes that are usable . Using 'u' will give you access to the action chat menu which emotes can be called from directly (along with other cmds). For example, try out /thumbsUp to gesture with a thumbs up.
  • Most items now have item description with interesting factoids or lore information. Note: This feature is still in development and will be improved in subsequent versions, especially with UI changes down the road.
  • Weapon descriptions now display what type of ammo they are compatible with.
  • Dice rolling system. Want to gamble, play D&D, or yatzee inside of JKG? Now you can with the dice rolling lua minigame. Use the cmd /roll in the chat or console to try it.
  • The client's server browser now shows which version of JKG each server is running (uses the 'gameversion' cvar).
  • Deathmessage improvements. Centerprint death messages brought back, and the game will inform you if you got a headblow (or were killed by a headblow).
  • Melee mode is now toggleable for each individual ACI slot, instead of globally. You can now set an ACI slot to melee and leave the other ACI slots unchanged (or have multiple slots assigned to melee).
  • Pray and Spray. Automatic and burst weaponry can now be fired while rolling (but good luck hitting anything!)
  • Item Tiers. While this feature will be mostly unused in this patch, items can now be assigned a tier to help player's determine their value/rarity. See this concept thread for more information about how tiers will work in the future.
  • Knockdown Stuns. The standard-stun debuff now causes knockdown instead of freezing the player in place. The old style has been restylized as 'stasis-stun', and is much less commonly used.
  • Healing Grenades (such as the bacta grenade) now have a different armed sound, to help you tell the difference between helpful grenades and dangerous ones.
  • ACP Weapon Type implemented. The ACP damage type can partially bypass shields, with a % of their damage piercing through any active shield to do direct damage. The default ratio is 50% (half impacts on the shield and the other half does direct damage).
  • Weapon swap time is no longer hard coded (swap time is how long it takes for you to switch between weapons in your ACI), and can now be specified manually by each weapon file. Additionally Grenades, melee, and pistols have 25% reduced swap times from other weapons.

EE-3 Blaster in Jawa Fortress.

New Items:

  • The IR-5 Intimidator Blaster Carbine. This cheap automatic blaster provides potent firepower for the fraction of the cost of higher quality carbines such as the E-11, however it is prone to overheating. We hope this weapon will provide a good blaster alternative to compete with the Lt-60 Carbine in the early stages of matches. A slightly more expensive version features a scope, with slightly better stats and heat management.
  • Bacta Grenades have technically been in the game in the while, but have been missing their models. They are now all properly dressed up now! They also now heal more aggressively over time, and less instantaneously.
  • Jetpacks: Merr-Sonn V-Burst Jetpacks have received their own model, and a JT-12 Jetpack (made famous by Jango Fett - model by Neomarz) has also been added.
  • New clothing has been added including: Pilot Goggles, Capes, Gloves, a new rebel helmet (forest camo), and an Imperial Officer's hat.
  • New Armor Set: Kessler Armor created by Noodle. Designed for Bounty Hunters or mercenaries. Provides decent protection for an affordable price.
  • New Armor Set: Galinolo Huntsman (model by Neomarz and HellKobra, skin by Darth Phae) armor created by Noodle. Designed for Bounty Hunters or mercenaries. Slightly more expensive, but better protection than Kessler armor.
  • Other misc armor items: Boba Fett's helmet, Bousshh's helmet, a Mabari Helmet (Zam Wessel's), and a traditional Weequay Cuirass.
  • Westar Blaster Pistol. Jango Fett's famous blaster pistol. It provides a very good fire rate and reload time, but also runs a little hot. While a little more expensive, it remains useful against even blaster carbines or rifles. By Silverfang (model).
  • A simple Spice variant has been added and can now be used to give yourself a speed boost at the risk of poisoning yourself.

Scrimmage on the streets of Mos Eisley.

Map Changes:

  • Most maps have had new vendors added to them (or the vendor locations adjusted). Most will feature different types of vendors in each base, such as medical vendors (which sell first aid equipment like bacta), supply vendors (which offer equipment like grenades of ammunition types), etc.
  • Maps now have an ambient heat value (default is 100), hotter maps make it harder to cool down overheating weapons, and fire debuffs are more effective. Cooler maps allow weapons to cooldown faster, while making cold debuffs more effective, etc.
  • JKG_Spaceport now has turrets.
  • All maps except JKG_Taris (and those already with CTF Flags) have had CTF flags added in.
  • Fixed JKG_Nightfall spawns (no more spawning in the enemy shop!)
  • Fixed floating Tusken vendor in JKG_Jawa_Fortress

In addition to all these new features and changes, there is a huge list of bug fixes as well. You can find the full patch notes here.

Sniper in the Mos Eisley Arena

Finally, to celebrate Jedi Academy's 20th anniversary (and our own mod's release) we'll also be holding scrimmage matches this weekend on the JKGDev Server at the following times:

  • Scrimmage #1 - Saturday, September 16, 2023 1:30:00 PM UTC
  • Scrimmage #2 - Sunday, September 17, 2023 2:30:00 AM UTC
  • Scrimmage #3 - Sunday, September 17, 2023 3:30:00 PM UTC
  • Scrimmage #4 - Sunday, September 17, 2023 11:00:00 PM UTC

You can find more information about the even on our Discord or homepage. We'd love to see you there. May the force be with you!
Darth Futuza

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