Capturing the drama and epic conflict of Star Wars, Battlefront II brings the fight online. Attention to detail and scale make this game a joy to behold, with 16 incredible new battlefronts such as Utapau, Mustafar and the space above Coruscant, as well as the Death Star interior and Tantive IV, Princess Leia's blockade runner seen at the beginning of the original Star Wars.

Description

Release v1.0.0 of a brand new 2023 mod that adds two new eras to all stock maps! Protect the Old Republic alongside it's Jedi defenders or tear it down with the menacing Sith Empire and it's infamous Sith.

Preview
Reign of the Old Republic
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mujo70
mujo70 - - 343 comments

Cool

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DarthMarr666
DarthMarr666 - - 409 comments

Can't wait for the custom maps too! Kothlis is a classic!

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Drakov64
Drakov64 - - 337 comments

Will give it a try.

I hope vehicles will come later. I often play convo pack's kotor era, but on certain maps (mostly BF1 maps), without vehicles, it gets boring quick as the maps are bigger.

But now, having both TOR and KOTOR into one mod is cool ! Needed space battles too ^^

Later, making it compatible with SWWBF1 maps would be a must.

Do you plan on adding more eras later, like Legacy, Yuuzhan Vong invasion or Second Galactic Civil War ?

EDIT : I just tried it out, and it's amazing!

Everything feels like the base game, which is a point I love. Each faction have their own custom sounds and projectiles for their weapons, the class system is the same as vanilla game although their are some changes like announced, it is very cool.

Here are just some observations I have :

-Maybe later, changing blaster rifles models to custom models for each faction
-Sith faction in both eras may have cool additions with war droids from both KOTOR and TOR as classes
-Old Republic could have a nice addition too with T3-M4 units. For diversity sake, imo.
-Not because of the mod, but because of the game's poor AI, maybe limiting force users to 1 per class on the battlefield would be better? They're a pain to confront with another force user unless you got saber throw or force choke, because they read players' input and perfectly time their counters, always. As infantry they'll block 90% of the projectiles. It's normal, but it becomes frustrating when you confront more of these than other infantrymen.
-Maybe keep Sith Lords and Jedi Masters units as named unlockable heroes? Not that this is bad as it is but it feels...more rewarding ^^ This is really, purely just a feeling question. Also, who doesn't like the surprise of discovering which hero they unlock after a nice streak? ^^ Plus, many other units could make it as heroes such as Calo Nord, Carth Onasi or HK-47 :)
-Maybe let force powers only consume the endurance bar without making these overheat in addition ?

These are maybe the only observations I had.
But really, I loved playing the mod ! I had three games, on Kashyyyk, Death Star and Mos Eisley as Old Republic (KOTOR), Old Republic (TOR) and Sith Empire (TOR).

Really, I LOVE the work you put in the custom projectiles and sounds, while keeping the TTK and overall gameplay intact. It feels like playing the base game with fully flavored factions having their very own identity.

EDIT 2 :

My game froze when trying to change my main weapon with the Old Republic (TOR). I think it's a known issue...

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ThatOneCoconut
ThatOneCoconut - - 48 comments

Its about time we've gotten a quality mod set in both of these eras! The others are very old and dated now, deltas TOR is still very high quality, but will never recieve updates. TORFRONT is incredible, but is incredibly buggy. When it comes to KOTOR, the conversion pack is now incompatible with AnakinGTs remaster (which has become the go-to for 1.3) and all later attempts for a new KOTOR era always never came to fruition.

Now comes along you, and this very first release is absolutely incredible! So far ive played wvery map the mod is available on, and experienced no crashes. The gameplay is very close to vanilla, so it feels enough like a natural extention of the base game, yet the changes made feel necessary and much needed. The new animations for the hero units, and that beautiful dual wield reload add so much flair. Among everything, the sheer varieties of EU and film aliens found in the jedi and sith characters add so much to my immersion, its incredible. This mod, even in its first release has become a mainstay in my mod order.

Im beyond excited to see this mod develop, as of now i feel its too early gor me to give any proper feedback, as my suggestions would be obvious. Things like adding the other armor variants from TOR, seeing some maps use the standard issue orange troopers over havoc squad would be cool to see. Revan being on the Sith side rather than the Jedi side, Juhani as her own character etc. The mod is far too early for me to point out what will obviously be changed as the mod devolps lol

The balance for a first release is very, very well done so far. One thing that is more likely to be a happy accident than anything intentional is that the jedi/sith classes being easier to take out in this mod. Honestly, i found that being very immersive, during these wars soldiers would have been much more adept at handling these foes vs the clones of the CW and such, so its nice to see that reflected here, even if it was not intended.

I certainly hope to see a swordsman class for the KOTOR era down the line, and a little thing that bugs me (mostly because conventional game design tells me otherwise) is in the KOTOR era, the standard sith trooper having the backpack, and not the heavy class. It's not that it bothers me that its present on the standard soldier, moreso that its not present on the heavy, but thats just a small visual gripe.

Also, as a suggestion, ive always toyed around with a little balance change for base game that if it fits with your vision (its your mod, not mine lol) i know i'd greatly appreciate it. It comes to the heavy and engineer classes: The thing that makes the engineer far too poweful, outside of its detpacks, are the large heals/ammo. For me, that was always far too powerful. I think that could be split between Heavy and Engineer, and as a side effect will give the engineer a more deicated medic role: give the heavy more limited rockets and mines, but also give him small ammo boxes to either use on himself or others. The engineer, replace his full heal/ammos with just small bactas. It'd still give you heals as engineer for yourself and others, but you'd still have to interact with death drops and gonk droids. Plus, in a multiplayer setting (which i play modded frequently with friends) it would encourage the two classes to work.together and with others in general, rather than engineer being a one mman army. Just a suggestion!

Anyway, i had so much fun with this mod, I really hope you continue to uts devolpment. With this mod, the recent Thrawn Trilogy Mod, the currently being worked on Mando Civil War mod (based on open seasons) and where Legends Reboot may go, the future is certainly looking bright for EU mods in this game, and we are finally breaking away from the long period of only TCW-bases content for this game. I'll be watching your career with great intrest :)

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Nschron9
Nschron9 - - 2 comments

Cool Mod! I really like the weapons you have for the classes. The duel blasters are extremely satisfying. In my opinion I feel like their are to many lightsaber users per team. Trying to capture command posts in close quarters with a blaster character is almost impossible with the amount of Sith/Jedi that spawn. I would suggest limiting the saber users to 1 type per team with a spawn limit of 1 or 2.
you have proven your ability to create cool blaster classes, I would suggest leaning into that more! try and create some cool advanced infantry units.
best of luck.

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Tran11222
Tran11222 - - 83 comments

COOL MOD!

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Guest
Guest - - 689,833 comments

YES!!!

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