Stargate Races r1.05 Released
I am pleased to announce that the latest r1.05 release of Stargate Races is now available for download. This update has been a little while in coming, as I was busy with some major work on the Star Wars: Interregnum project for a few months before I could turn my attention back to SGR. This update also became a bit more extensive than I had originally planned as well. As part of development this time around, there was a significant amount of multiplayer play and balance testing, which also led to a number of revisions along the way to help smooth out rough spots in both new and existing content. In the end though, I believe it was all well worth it as this new version contains over 190 items in its change log and moves the mod forward in significant ways I think.
Balance & Gameplay Tweaking
A great many changes were made to stats, and other aspects of the mod. Some of these were the result of content changes, some were just new ideas being implemented and yet others were the result of potential play issues spotted when players went up against each other over the course of several dozens of playtests. They include:
- General stat rebalances across all races.
- Research items shifting or with revised pre-requisites.
- Revised abilities.
- All new abilities to replace some placeholder or re-used abilities.
- The ability to now protect envoys at minor factions with Starbases.
- Adjustments made to damage types to address bomber and corvette spam.
- Some mesh tweaks that may help fleet movement with hiveships and the super hive.
As usual, there are a healthy collection of new art assets. This time around there are over 25 all new assets as well as a handful of improved versions of existing custom assets.
The Goa’uld were the primary focus for orbital structure work this update, and received custom assets for the majority of their orbitals.
The Goa’uld also saw several of their capital ships and starbase get new revised and more efficient textures. They also received a few all new models & textures to round out their fleet.
The Wraith see a custom mesh for their titan factory & tradeport this update, as well as their frigate fleet rounded out with custom assets and textures. The Wraith also get a new custom particle effect for their weapons.
There were some pretty significant developments in terms of minor factions in this update. To begin with, I should state that the goal for custom Stargate themed minor factions in Stargate Races is to be potentially more impactful and game-changing than the stock minor factions. They help flesh out the galaxy and make the game feel more Stargate-like, and so, I wanted them to play a more major role in games where they appear.
To that end, the two existing factions were revised. The Asurans were already a powerful faction but now benefit from the new Atlantis ultimate ability as well as gaining the ability to deploy the infamous “gate satellite” seen in the Stargate Atlantis season 3 finale. The Tok’ra also get a major lift in their new ability to provide widespread intelligence over a large portion of the galaxy.
New Stargate Minor Faction Icons
In addition to the Asurans and the Tok’ra, four all new minor factions were added as well.
The forces of Stargate Command are available to the empire that befriends them. The Tau’ri are a powerful economic force for their allies and can provide strong strategic support with military forces when called upon. They also bring with them some nice new art assets to enjoy.
The Free Jaffa
Those among the Jaffa ranks who have thrown off the yoke of oppression are now also a potential ally to the empire who supports them. The Free Jaffa home world is well defended and the Jaffa are hard workers able to assist your empire. When the need arises, Bra’tak may also be dispatched to help turn the tide of battle at a contested battleground.
A rogue offshoot of the Asgard seen in Season 5 of Stargate Atlantis, the Vanir are a cunning faction and a menace to those who must engage them. Their advanced technologies allow them to assist your empire and its ships, as well as cause havoc in the enemy with their ability to seize control of enemy frigates.
The renegade Wraith Michael and his hybrid army are now also potential allies or foes in the galaxy. Always seeking to advance his research, Michael is willing to sell you Wraith Heavy Cruisers in order to fund his ongoing experiments and machinations. If necessary, he is also able to unleash his modified Hoffan Plague upon your enemies.
Sound and UI
Beginning with this update, elements of the UI and sound aspects have been added. While the additions are by no means comprehensive, they do help flesh out the look and feel of the mod. This process will hopefully be ongoing as further updates come, but for now they include:
- 121 dialogue clips for the Goa’uld.
- 121 dialogue clips for the Asgard.
- 40 dialogue clips for the Wraith.
- 12 additional custom Stargate themed loading screens
- 4 additional Stargate Races mod specific load screen tips.
The replicators have been added as a random event. These are the classic Milky Way block-type replicators as seen in Stargate SG-1. When random events are enabled, there is a small chance that the galaxy may be invaded by a Replicator Battlecruiser – a powerful titan that will travel from planet to planet destroying all in its path and consuming planet resources in order to replicate more ships.
Feedback & Downloads
As always, I invite you all to let me know what you think. Found a bug? Think something can be improved? Leave a comment or drop by the Stargate Mods Discord and start a conversation. I think that r1.05 moves Stargate Races forward in some very significant ways and I hope you find the same.
Remember that in order to play Stargate Races, you will need the Sins: Remastered support mod. Version 0.93b continues to be the current release version but if you don’t have it yet, make sure to download it. It is mandatory in order for SGR to work properly.
And of course, don’t forget to grab the r1.05 release version of Stargate Races itself.