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.
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.
New Order timeline spans from the birth of the Galactic Empire in 19 BBY to Second Galactic Civil War in 40 ABY. The whole timeline is divided into 5 eras of the mod (replacing 5 tech levels of the vanilla).
Galactic Empire and Alliance to Restore the Republic (New Republic and Galactic Federation of Free Alliances in later eras) are playable and CIS Remnants will become the third playable faction (for first era campaigns) in near future.
Some personalities greatly influenced the history of The Galaxy. It is true for New Order too. Nearly 100 new heroes were added, which have many bonuses that represents this hero's skills in canon. In battle hero can be a skilled commander (increasing effectiveness of friendly forces) and/or skilled warrior (being more effective in combat). On the galactic map they could provide economic and espionage bonuses.
Re-enact some of the greatest campaigns of Star Wars Universe with New Order. We decided to start with, mostly overlooked by other mods, pre-Yavin era. Operation Strike Fear, influenced by the great X-wing game, is our first addition, with more to come.
New Order Mod currently has reworked space combat with ships having canonical (or close to canonical) stats. The current system dates back to 2010s and many flaws was found in it, so it'll be reworked soon to introduce better gameplay and performance.
Disappointed by mostly primitive (and in some ways - stupid) mechanic of the vanilla game, we're proudly present a completely reworked land combat. New, more logical, damage system, new weapons, units, abilities, new shield mechanic, reworked turrets and a lot more.
New graphics (particles, models, interface appearance), new audio (music, weapon sounds etc.), small gameplay and performance tweaks.
Some plans were already mentioned above. Of course, various new units, graphic and audio improvements and other tweaks will be implemented.
More scenarios will be added: Reconquest of the Rim, Thrawn Campaign, Operation Shadow Hand etc. Some scenarios will require some specific factions (e.g. Yuuzhan Vong), heroes, units and mechanics that will be implemented.
Campaign, recounting the life of Grand Admiral Gilad Pellaeon, is in the works. We plan on adding it divided by chapters, alongside same era scenarios.
Some people are asking for MOBA and survival modes in New Order, so some R&D is in progress to make new fun game modes.
Development is very slow because of very small team making mod. If you have any useful EaW/FoC modding skills, we'll be glad to see you in our team. Primarily, we are looking for Mappers and 2D & 3D artists, but any other assistance is welcome too. Also, we are in need of Testers. By the way, if you have some interesting ideas, suggestions or any other thing which could help to make this mod better, feel free to tell us.
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 :)
Hello, everyone!
Recently, we were discussing the concept of heroes for the skirmish. Our thoughts were divided into 3 options, and most likely each of them has the right to be implemented into the mod. However, we need to decide which one to choose :)
1) ALL heroes are personalized.
The skirmish for each faction will have a list of specific heroes. You will be able to recruit Vader with 501 Legion, Maximillian Veers with Blizzard Force etc.
2) Some heroes are personalized and some are not.
The same option as the first one. However, some heroic units would not have a named leader as there was no mention of who exactly led these groups (Hitak Harriers for example).
3) All heroes are non-personalized.
There will be a set of overpowered units in the form of heroes, for example: abstract Jedi Knights or elite AT-ATs, but with an unnamed (generic) commander.
In defense of the latter option, I can say that it is so strange to see 2 Vaders fighting each other for the opposite sides. It's also worth mentioning that nameless heroes are much easier to come up with.
So, please vote for the best option in our poll linked below:
Galactic Conquests in the mod will be divided into several types:
Multi-era sandbox GC is such a type of GC where players will fight in a duel between two main factions on the whole galaxy map (except some scenario or local planets). This GC will contain all standard heroes for both sides replacing each other after death or era transition. The two main factions are Alliance and Empire, as only those two sides that were active throughout all the timeline of the mod.
Single-era sandbox GC is a similar type to the above one, but it will be locked to a certain era. The other difference is that minor playable factions might be available.
'From the Grounds Up' GC is a type where each player starts with only one planet.
Scenarios (Galaxy-wide, local) are GCs where gameplay will be built on a certain amount of scripted events, missions, bonuses, timers, etc. Scenarios can be also characterized by asymmetric balance of power for each faction, and the difficulty may vary depending on which side you play.
Talking about variety of GC types, let's take for example our first finished scenario - Operation Strike Fear. It takes place in Tion Cluster and describes the conflict between Empire and Rebel Alliance. The main objectives for imperial side is to conquer 4 major rebel bases and do not allow their ISD to be destroyed, as rebel side must repel imperial attacks and to keep occupied at least 1 major planet or to annihilate imperial ISD. Each faction also has reinforcements, either increasing or decreasing difficulty, depending on how much time passed. The assortment of available units is also restricted, as it is a local conflict and both factions can not deploy too much forces there.
Another example which is planned to be presented in upcoming releases is 'Thrawn's Campaign'. Unlike the above mentioned campaign, this one will be Galaxy-wide, with some additional planets unique for this GC. We're also planning some missions for this GC, the capture of Katana fleet for example.
We're intending to add all (or at least most of them) described scenarios mentioned in the list below. It is important for us to know which events are most desirable by our community to give the priority to such campaigns. That's why I decided to make a poll with all interesting events from Legends (reliable to Imperial period) which could take thier places in our mod.
List of proposed scenarios:
And now I would like to ask our community about any thoughts concerning all those potential GCs, please don't hesitate to express your opinion in comments or in our Discord. It could be a great pleasure for us if you could suggest as more ideas as possible. Ideas about missions, proposing GC types for certain campaigns, unique units or heroes in certain events, ideas about interesting mechanics, bonuses, features, etc.
It will be interesting to hear from you :)
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