Post news Report RSS Imperial Civil War 2.3 Released

After we've had a chance to respond to any initial issue reports, we'll make the necessary changes to be able to post a version on ModDb to support non-steam versions of the mod. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. We strongly recommend people play the Steam version where possible.

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Today, the Steam version of the mod has been updated from 2.2.5 to 2.3. The link for the workshop can be found here for those who are not already subscribed: Steamcommunity.com

After we've had a chance to respond to any initial issue reports, we'll make the necessary changes to be able to post a version on ModDb to support non-steam versions of the mod. Like with 2.2, this will necessitate the removal of custom VO and map preview images, along with some other things like that. We strongly recommend people play the Steam version where possible.

The main goals of 2.3 were to clean up some elements of 2.2, while also putting down the ground work (haha) for some changes that we're starting to flesh out in 2.4. The first steps of our ground reworks have been implemented, changing how a lot of squad sizes work, infantry loadouts, unit ranges, movement changes, and plenty of other changes and stat tweaks (MMTs shouldn't be shredding everything quite as much, for example) as we build up to completely redo projectiles and armour/damage modifiers on ground and in space for 2.4. We have some major ground mechanic changes in discussion on top of that which we'll be starting to experiment with in 2.4. There's also been the start of some economic and planetary development changes, built around helping to slow down snowballing and nerfing blitzing strategies to allow longer campaigns to remain interesting, including the introduction of the local planetary capital/garrison buildings (major government features to come). But, here's a non-exhaustive list of 2.3's changes.

Corporate IncursionsVigil-class


New playable faction: Corporate Sector Authority
The CSA has been upgraded from non-playable to playable, and can be found in most progressive Galactic Conquests along with a couple era specific ones, and has their own From the Ground Up setup as well. Because of game limitations where we can only safely have 17 faction slots (including non-playables, and some coded factions like neutral that are more functionality things), we've had to downgrade the Yevetha from playable to non-playable and group them with the Independent Forces faction that represents a lot of the much smaller groups, since their slot is best used for some other more unique, less Imperial-clone factions we've spoken about in other news posts (some playable, some not).

New Mechanic: Era Selection
On top of some script cleanup to flesh out the era changes a bit more and eliminate some bugs, we've added the option to select which era you start in for Galactic Conquests, adjusting starting points accordingly. In the future, we'll have versions of the maps which allow you to choose starting eras while keeping more even starting territory (so you can play the New Republic with era 5 ships, but without starting with more territory). Obviously, since some factions didn't exist for the whole timeline, some factions will not be able to start in later eras.

AI Updates
We've already done a whole news post about this, so I won't cover it too much here, but we've also done some pretty significant changes for galactic and tactical game modes, including three new difficulty settings using the Cruel AI modifiers. We've also tried to clean up certain functions to make the AI run more smoothly and improve ingame performance. The issue where certain factions would not land a significant amount of their troops has been solved as well.

New Galaxy Art
We've modified Lord Enpremi's galaxy model and shader setup to fit the mod's aesthetic, so that's what you'll be seeing when you're conquering or liberating worlds.

Tactical Maps
On top of a bunch of new maps, including some shared with Phoenix Rising (another great mod developed by our own evilbobthebob), most existing tactical maps have had a series of updates and fixes.

New Units
Vigil, Victory II Frigate (like in Battlefront II), Imperial II Frigate (Rand Ecliptic), TIE Punisher, Jumpmaster (Dengar's Punishing One), Bulwark I, Bulwark III, Citadel, Invincible Cruiser, Recusant, Mankvim Interceptors, IRD & IRD-A, Gozanti, PX-4 Mobile Command Base, T-Wing, Espo Soldiers, Strikebreakers, JX40 Jailspeeders, Airskimmers, GX20 Hovervans, A-A5 Speeder Trucks, K-222 Aero Interceptors, Persuader (Snail Tank), Espo Walker, Repulsor Scout, Battledroids

Redone Models
Praetor II, Munificent, Dreadnaught, Nebula, Endurance, Secutor, Procursator, Gladiator, Y-Wing, Snowspeeder, Juggernaut, TIE Crawler, AT-TE (animations)

And plenty of other small changes.


Praetor II Visual UpdateEntering Low Orbit - New Planet Overhaul Project


Into the Future

Although 2.3 has just been released, we've already got several things underway for the upcoming versions. This will also involve a new way for us to handle release structure. Rather than year-long development cycles, in order to make sure things stay consistent and to get changes out faster to players, we're hoping to make the scope of each release more focused and get versions out to players more frequently. While the Hapans becoming playable will mark the 2.4 release, there'll be several 2.3.x versions adding and updating new content. In order to facilitate this, we'll be maintaining a constant testing team on the Discord server for the mod ( Discord.gg ), which will get the new versions every few months/weeks, and then the Discord server as a whole will have access for testing in the week before any release. We'll consistently be looking for people to add to the testing taskforce from the Discord as well, so if you want to track mod development, that's the best way to do it.

Early focuses in 2.3 patches will include:
- Mon Calamari art updates
- New units (ie Assertor, VT-49 Decimator)
- Tactical space map art updates (environment lighting and low-orbit maps)
- Economic overhauls
- Continued ground emchanic changes
- Space and ground projectile reworks
- Balance patches

I'll also be running community matches on my youtube/twitch channel 2-4 times per month. The dates for these will be posted and updated each month ingame, the first of which will be next Tuesday, streamed on Youtube: Youtube.com . On top of Imperial Civil War, we're also working on a Clone Wars mod which is approaching release as well, Fall of the Republic. I'm currently running a preview playthrough for the Republic on that channel as well, which can be found here:


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Balios
Balios - - 153 comments

looking good! goin to download on steam and check it out!

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jedi7000nathan
jedi7000nathan - - 448 comments

No ModDB upload yet? Some people still use gold edition on CD

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.Corey. Author
.Corey. - - 3,735 comments

The Steam version has updates non-Steam versions of Empire at War do not. Releasing for non-Sta versions require stripping out several features and other specific changes to make it work at all, so we will not be doing a ModDB upload until we've had some time to make any necessary patches and then had a chance to do that extra work, rather than trying to update it now and then maintain two different versions. If people want access to releases as they happen with all features, then the Steam version is the only way we can guarantee that.

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Ragnrok
Ragnrok - - 448 comments

Will that make TR the first mid to have the assertor ssd i believe?

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kyubbi67
kyubbi67 - - 71 comments

EaW:RE already has one. It's called The Purifier. can only be built in GC as far as I know.

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Ragnrok
Ragnrok - - 448 comments

Isnt the purifier an annihilator class?

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Sephiroth0812
Sephiroth0812 - - 725 comments

Congrats on the release.
Since Steam updates the mod automatically (I think), does that mean I should get rid of the save games of my current NR GC or can they still be used with the new version?

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.Corey. Author
.Corey. - - 3,735 comments

Unfortunately saves from 2.2 are not compatible, too much has changed. We do try to put a notice ingame a few weeks to a month in advance of patches so people have a chance to make a copy of the older version of the mod, and the ModDB version can still be downloaded to attempt to complete that save.

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Sephiroth0812
Sephiroth0812 - - 725 comments

I actually expected that, no biggie though. Since I finally caved in and got the Steam Version of FoC I have no crashes anymore so replaying that GC with the new version should be easy peasy. ;D

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Guest - - 690,814 comments

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FM_Shadin
FM_Shadin - - 10 comments

I play in Galactic Conquest on version with the biggest map. I have done everything and nothing happens. On the rights side, very far after map ends there are still 3 planets. 1 mine, 1 empire's and 1 from Imperial of Hand. I cannot go here and do anything, but whole Galaxy is mine. At the end I cannot also move some troops and play galactic od earth battles. It is version 2.2.

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battle12014k
battle12014k - - 10 comments

Nice Work Guys! The new Units and the Galaxy Map and much more changes are relly awesome. Keep the good work going

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