The Sith Wars II is a era mod for Star Wars Battlefront II and sequel to last year's The Sith Wars. This mod will bring back the signature force and saber hero combat, with blaster units integrated into the mod. While TSW 1 focused on multiplayer combat, The Sith Wars II is optimized for singleplayer. The mod is set in the open space after Disney's removal of the original Legends timeline, and takes places thousands of years before the Battle of Yavin.

Post news Report RSS Update 6/16 - Balancing + Maps

An overview of recent progress on new maps and refining the balance of the mod.

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Hey everyone!

I would like to start off by saying thanks to everyone who alpha tested for me, and for everyone who didn't get the alpha, I apologize. I've been looking at what the testers have said and have made significant changes to gameplay, making a much more balanced and entertaining mod. Here's what has been changed:

  • The first 4 units of the Brotherhood of Sith no longer have force sprint. They may only do one force jump before landing.
  • The first 4 brotherhood units have also received additional health.
  • Force Barrage and the Sith Empire pistol have been nerfed.
  • The flamethrower and force plague both now do additional impact damage and burning damage.
  • Heroes will have 1 unique force power each; in addition, each faction will have 2 random playable heroes.
  • The opposing team will have their hero AI controlled.

These changes are intended to fix the main issue of alpha gameplay: the Brotherhood had such good mobility, they could capture and hold 4 of the 6 CPs, while their units themselves were weak and vulnerable. This lead to a constant outcome that the player could not change from either team. After these changes, it feels that both teams can win and are both balanced.

Not only have I been working on balancing and gameplay from the Alpha, but I have also been working on the custom maps. First off, on the Sullust map, I decided that making the terrain in Zero Editor wasn't looking as good as I had hoped. Instead, I started modeling the terrain itself, and so far, I am happy with the way it is shaping up. Although it is taking longer, it will pay off in the end.

Again, this is a very early work in progress, as is the following map, which I would like to show off. The image below is a VERY early representation of a lighting test for the upcoming map, Malachor V: Core. Many of you mat recognize this world from Knights of the Old Republic 2: The Sith Lords. This image, again, is only a lighting test for the centerpiece of the map.

Let me know if you guys have any thoughts on the mod, and throw them in the comments!

-Mag/KP

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DinoKiller65
DinoKiller65 - - 106 comments

Hey Magnus, the republic side will had troops???? or will be jedi only

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Haalterk
Haalterk - - 1 comments

still you can not download?

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