- Edited
So, I'd like to begin this by saying that for a long time this mod has been going very slowly, and you would think that it's because of quality control but that hasn't been entirely the case, unfortunately. I'm sure many of you are aware with some of the imbalances, bugs, issues, and etc. that the mod has been facing or develops as updates are released. While I don't plan on having very fast updates at all, I would like to be able to ensure that the other developers and I can provide a stable and balanced environment, even if there are a few issues, hopefully nothing major or game-breaking will slip through like it has from time to time. There has been lots of work put into this update and still lots of work to be done, but I'd say the hardest parts are already finished.
First of all, lots of the smaller parts have been reworked to be either better value or less overpowered. Discord User FormularSumo#5744 has provided information and statistics on this issue. For example, Starfighter Reactors were 4x smaller, 3x cheaper, and still produced 21% MORE power than a standard reactor. This is great value, but an unfair advantage. On top of that, small laser cannons have received a buff and balance, and so have X-Wing laser cannons. With that out of the way, I can move onto new additions that are already finished. For one, Astromech Droids now have much more detailed and less basic animation, their SFX have also been upgraded and they output audio much less often in the new update. The addition of the Mandolorian Laser Cannon (Small) has introduced the first laser weapon in the mod to shoot yellow bolts, but I'm not exactly sure what will make it differ from the other small laser cannons in the mod besides its much classier appearance. The Star Wars Logo on the Title Screen has also been updated.
A new branch of heavy weapons has also been introduced! While not entirely complete, the Heavy Ion Cannons are in working states with some original sprites. The Ion Cannons focus on taking down shields and disabling operational parts inside the ship, and will deal little damage to armor and corridor. The "Quad Laser Cannon" (Dual In-Game) seen on the Millenium Falcon will also be making its way into the mod, with a unique roof and interior design not seen in other parts, this will be similar to other laser cannons. A few other weapons will be implemented into this update such as the Triple Barrel Turbolaser and Fixed Heavy Laser Cannon, but more information on those will be released at a later date.
The last feature I want to bring up today is one that hasn't really been discussed before about the development of the mod. This is a new feature that will differentiate Medium and Heavy - as well as Special Variants of - Turbolasers from standard roof cannons and laser weapons. This feature is actually an ability designed by developer and moderator @yobeefjerky called "Overstrike" and it is still in development but is functional. With Overstrike, the Turbolaser will shoot over the ship, and hit it toward the middle or the interior which can be a major strategical advantage. One of the big ideas is that Heavy Turbolasers will rarely shoot down smaller fighters, which means you'll have to vary your armament on your battlestation, and this can still be stopped by Shields. The Medium Turbolasers may have a more toned-down version of Overstrike. Just like before all Turbolasers will have a slight advantage, but this time more noticeable and more balanced. Blue Lasers are more effective against shields, but lack in power against armor. Green lasers are very effective against armor and operational parts, but do not impact shields much at all. Red is right in the middle.
Example of Overstriking
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