We said with the demo announcement we'd do a full rundown of changes included in the demo when we get closer. Well, we're closer.
To re-iterate on the announcement post for those who didn't see it, not only should this give something to hold everyone over until release, but if we've messed something up, we'll have ample time and feedback to adjust it as we go. This will be especially useful for balancing feedback; there have been plenty of balancing changes which should be pulling the mod in the direction we want, however the exact numbers are certainly still up in the air, and the demo will give us a good amount of feedback to adjust from the current new baseline. There are a ton of changes being made in 2.2, probably more than in any previous version (including 1.0, and the huge jump between 1.3 and 2.0), so the more feedback we can get in one GC as a testbed, the more easily we can make changes without them already being embedded in ~19 other scenarios.
Here's the basic overview of what to expect compared to 2.1, as well as a bit of a projection to the full 2.2. Keep in mind, everything (especially in the full 2.2) is subject to change. Content may be added or removed as time and priority allow, especially when it comes to additional units.
To read the full changelog, click here.
SWEAT!!!
Do you mean sweet?
One can only hope.
Hahaha :D
Are you going to bring the U-wing, Tie Striker, shoretroopers, the new Mon-Calamari cruiser and the rebel ships that appeared in Rogue One ?
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He is simply Sweating in excitement
I can't wait!
So, by "Republic Star Destroyer", do you mean the Republic-class, or the Imperial-class built by the NR ?
Republic-Class. I think the only way NR gets ISDs in the mod is by taking Kuat and Bilbringi, even then they only get 1 free one.
Ok then. Was expecting this more than the ISDs for the Republic.
I can't wait for this!!!
When we can download demo?
From the full changelog:
"As for a release date, we should be releasing the demo in February."
Thanks
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I have a Question ? wry is it that the ships in this mod fire thery lasers like a mini gun.. can you speed it down a bit, or.. just asking i have never seen a ship in starwars the fires that fast.. i like the vanilla shooting speed and you make a mod so it does that
If you read the changelog:
"Graphical Changes:
Most if not all particles and projectiles have been overhauled. Firing rates for all ships also reduced (and power adjusted accordingly) so fire is no longer in sheets."
Thx that is so cool.. it was just funny when you see a super star destroyer fire 30 beam lasers hehe
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Well done guys. Looking forward to Feb.
Kudos.
"Upkeep cost mechanic" I'd actually been wondering recently if that was even possible to implement. Such a mechanic would really help increase the difficulty of making credits, something that I always found was never really a issue you had to keep track of.
I'm hoping the providence has decent weaponry to fight isd's. here's my
question why did you make it so torpedoes don't penetrate shields like the ones in cannon?
The ones in canon don't actually penetrate shields. There are two types of shields- ray and particle, they can penetrate one but not the other. EaW has only one type of shield, so that one has to cover both types.
I see, .correy I have another question. will the droid destroyer have the firepower of an isd, or will it be just as strong as a venator cruiser from the clone wars?
The demo has been released?
download link?
i wanna play this mod so bad
D: I as well cannot wait for that download link to appear