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.

Hello, everyone. The progress is going according to plans. So, let's see what we got for this time!
During the last 2 months we have been working with light vehicles for both factions. Everything has been coded and added to the game. Testers tried the units, reported about all bugs and suggested some interesting ideas too.
Recently, we have also added some new hot stuff: two deadly killers - "Imperial Mobile Artillery" and "HAV/r A9 Floating Fortress".
The mobile artillery was in the earliest versions of our mod, we used the model from Alliance mod, but the quality of the model and its appearance wasn't good to our minds. Therefore Sudno decided to make another model, more realistic and more similar to the Galactic Battlegrounds variant. He did that, but nobody from our team could make the skin for the model. Our mesh just collected dust, until nkorn contacted us with a proposition to make the texture. The result of the cooperated work of these guys you can see here :)
We are very thankful to nkorn, and we hope to cooperate with him in future again to make more high-quality custom content for our mods.
The information about the in-game characteristics of these vehicles you can see in descriptions to their screens on our page.
Yes, we have started to work with infantry. We are going to make unique models to every type of ground soldiers planned to be added in upcoming version. We have already showed you a WIP model of an army trooper from Pandemic Studios Battlefront II, but we have faced some problems with animation for this guy. We went further and decided to take DICE infantry (from Battlefront (2015) and to merge it with some elements from older Battlefront(s). So, here you can see the differences and our new results:
We are also working with textures for some stormtrooper variations. As for now, we have already finished skins for Magmatrooper, Novatrooper and Elite Guard Stormtrooper. There will be more to come, besides the work with textures we have to optimize meshes for the game and to reduce the count of polygon edges on the them.
Keep watching and following us. Thanks!

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.






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

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 :)
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