Mod covers the period of the Galactic Empire and Imperial Remnant. It is focused on improving gameplay, adds lots of unique heroes, new scenarios and game modes.
The mod was preparing for testing for quite a long time. Many changes were introduced into the game after years of heated discussions regarding the concept, the introduction of new gameplay mechanics, and the addition of new assets. At the moment, the test build is ready and posted on our discord channel. Each of you can join us as a tester and try our new build. Feel free to follow the link and rate our work:
If you've played previous versions of New Order, you may remember that in Galactic Conquest we used eras instead of tech levels. Each era represented a time period from the Legends canon - from the Declaration of the Empire in 19 BBY to the end of the Yuuzhan Vong War in 29 ABY. When played in sandbox scenarios, the eras automatically changed for all factions after a certain amount of time had passed. This time varied from era to era, and the most content-rich eras flew by faster than the others. Also, there was a problem that the changes between eras were either too many or almost nonexistent.
We changed the boundaries of the eras, the current breakdown is as follows (dates are approximate):
Era 1️⃣* - Dark Times: 19 BBY - 3 BBY
Era 2️⃣ - Rebellion: 2 BBY - 4 ABY
Era 3️⃣ - Imperial Civil War: 5 ABY - 11 ABY
Era 4️⃣ - New Republic: 12 ABY - 19 ABY
Era 5️⃣* - New Jedi Order: 20 ABY - 29 ABY
Eras 1 and 5 are longer than the others, but with long intervals where nothing major happens. Also, in era 1 there was no unified Rebellion, and in era 5 there was peace between the Imperial Remnant and the New Republic, so conflicts between the two major factions are not possible there. We have ideas on how to deal with that, but that's for future development. For now we have excluded eras 1 and 5 from multi-era sandbox campaigns; they will return along with the introduction of new factions for those eras - the Separatist Remnants and the Yuuzhan Vong.
To wrap up the topic of eras, We'd also like to explain how they will affect Skirmish mode. Previously in space Skirmishes in New Order had a clumsy system where the progression of eras went along with the improvement of the station (bad idea, starting units could rush and destroy the enemy station in a few minutes and win), in ground-based Skirmishes eras were not presented at all. We are now introducing a new feature - Single Era Skirmishes: each Skirmish map will be tied to a specific era, the one that best fits the theme, and only units and heroes from that era can be used on it (if possible; for example, for Separatist Remnants, the set for eras 2-5 will be similar to 1). For example, the Endor map would represent Era 2. Tech levels will return to the Skirmishes, acting similarly to the vanilla game in this case.
We won't go into the specifics of space or ground combat now (we'll go into more detail in future posts), just outline some general features - they're roughly the same for both. As always, the new system is designed to follow New Order's core principle of being fairly complex and varied, yet interesting and intuitive.
Over the coming months, a huge amount of work has been done to improve the visual component of our mod.
From what has already been done, the following can be distinguished:
The examples of completed works can be seen below.
ULAV and Freerunner new models / skins
New animation for Sentinel landing craft (+ landing pod)
Color schemes for S-1 Firehawk and T1-b tanks
We are working on preparations for the upcoming test. This time, a large list of tasks will be provided for bug tracking. The main goals will be to check the units with their new stats and abilities, as well as the balance of power of the two main factions. A separate task will be to check the playability of new maps and identify bugs related to level design, and testers will also have to evaluate the tactical features of all new maps. If you are interested in helping us with tests and bringing the project closer to release, follow the link to our discord and sign up for testers.
We are always looking for people for cooperation, since in fact our capabilities are not enough to implement all ideas to the fullest at the moment. At the moment we are in dire need of:
If you have no experience in either one or the other, but you have enthusiasm, then do not hesitate to contact us (me or Sudno). If you have a great desire to develop the project, we may well teach and show everything that we know within the framework of moding. Any other activity of yours can also help us, for example, in such less priority tasks as translating the mod (if you speak Russian and English at a decent level), writing descriptions for units, helping with the voice acting of units / characters or working with audio. We are also always open to interesting ideas and recommendations.
We are waiting for you, here or on our discord :)
Hello, everyone!
Recently, we were discussing the concept of heroes for the skirmish. Our thoughts were divided into 3 options, and most likely each of them has the right to be implemented into the mod. However, we need to decide which one to choose :)
1) ALL heroes are personalized.
The skirmish for each faction will have a list of specific heroes. You will be able to recruit Vader with 501 Legion, Maximillian Veers with Blizzard Force etc.
2) Some heroes are personalized and some are not.
The same option as the first one. However, some heroic units would not have a named leader as there was no mention of who exactly led these groups (Hitak Harriers for example).
3) All heroes are non-personalized.
There will be a set of overpowered units in the form of heroes, for example: abstract Jedi Knights or elite AT-ATs, but with an unnamed (generic) commander.
In defense of the latter option, I can say that it is so strange to see 2 Vaders fighting each other for the opposite sides. It's also worth mentioning that nameless heroes are much easier to come up with.
So, please vote for the best option in our poll linked below:
As you should know, we are doing well with adding new infantry to the game. The first ones were stormtroopers in their classic form and some environmental variants. The upcoming types to be added will be army troopers and storm commandos (and maybe scouts too), all of them will be inserted in the nearest future.
After we finish the imperials, we will start to work on rebel soldiers, and we have some progress already. Basic rebel infantry were taken from Battlefront II, and other ones will be (or are being, at the moment) kitbashed to give them the proper look, with adherence to Legends canon. Below you can see highlights of recent works made for rebs.
With the end of infantry overhaul the only things to be done will be some balancing tweaks, finishing maps for all major planets (which are necessary to update the galaxy map), bug fixing and beta-testings.
We have also posted a new poll with the most appreciated events to be added in galactic scenarios in future, don't be shy to click on the most demanded variant by your opinion. Maybe we will make a separate post later to describe our ideas concerning implementation of all of mentioned scenarios in the poll.
And yeah, if you can't find there Thrawn's Campaign, this is because we've decided to make it one of the first Galaxy-wide scenarios ;) You can read more about our plans for campaigns and scenarios here: Moddb.com
We have spent several years discussing the ideal formula for our land roster. Our goal was to make every unit useful in any combat scenarios. We also wanted to avoid such cases when players build only one type of high tiered units, such as AT-AT for example, and start to spam them. So in the end we managed to find a golden mean by setting specific roles for units, their strengths and weaknesses while also removing some redundant units that are having the same and/or questionable position in the balance.
The most difficult for us was to create non-mirrored balancing, especially in conditions of our mod, when unit rosters must proceed through the eras. Talking about the era progressing we have to designate 3 general stages (while we have 5 actual in-game eras at the moment). Those stages are: Rebellion movements, Alliance and young New Republic, established New Republic.
So, in early eras Alliance performs hit-and-run tactics using fast and maneuverable vehicles supported by light infantry, while in later eras they start to deploy heavier vehicles and better infantry. Empire, in turn, has relatively stable assortment with few changes to compete with Alliance counterparts in certain periods of conflict.
You can see below images describing structures, it's roles and prerequisites for training. Please note that it's a general list, some additional units are not mentioned there, such as Darktroopers or Kota's militia - those ones and some others will be unique for certain scenarios or may have some special conditions to be built.
In 2020 we have started to prepare new maps for planets which will be included in new scenarios and general GCs. Below you can see the current progress on the maps.
We strive to refresh as much more content in the game as we can. So, we decided to start from units which we already have, creating for them new textures and/or meshes.
As you probably know, we're preparing to completely overhaul infantry with new models, mostly using DICE Battlefront II material. We're very proud to announce that we'll also use custom animations for them. Basic set is almost done and overall we're at 33% milestone.
Credits: CheekyBugger.
Many people ask us about changes New Order introduce to space combat and GC mode. Well, space combat was reworked for the mod 10 years ago (that was where it started) and GC was not touched at all. That's the reason why we're focusing on land combat rework (which is the main feature of v.0.5) in 95% of our promos, news and progress reports. GC rework will start in v.0.5 but only minor changes so as to not delay the release (new planets will be the part of it), the main changes will appear in v.0.6.
We plan to completely overhaul existing space combat, along the same lines as our current land rework, and that would be the main feature of v.0.6. Some progress has been made already during this year, mostly to try some visual and gameplay concepts and we also have early alpha v.0.6 (which took about a month to build) to test everything we want.
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