Roadmap is subject to change. Remember that this is a passion project and is worked on only when we have free time, so no strict timelines.
0.6 - New map, factions rework, jobs full rework, economy update to match SW universe more, stations rework.
0.6x - future expanding on stations and ships, polishing, more dynamic mechanics to make the world more alive.
0.7 - update for new physics engine and expansion of available features. First small stories/ custom missions.
0.8 - Expansion of gameplay systems, maintenance, ship roster polish, some map updates
0.9 - first lore missions and [REDACTED] alongside [REDACTED]
Changelogs for each version:
New Ships:
Overseer Light Cruiser (ICG)
Ordnance Cruiser (ICG)
Diamond Cruiser and Freighter (ICG)
Allocator Battleship (ICG)
GR-500 Freighter and Miner (NRL)
(Important)
Imperial S/M wharf and equipment modules were fixed to proper function as teleport destinations. But technically its a new module, you as player should get a new blueprint instead of old one, but its identical. However, you will need to update your construction plans with the new module, even if its called the same.
Changes:
EQ docks in non-owned sectors will not consume supplies as well (but won't provide supply still)
Sector supply level will be shown in its encyclopedia entry now (but only when it starts to impact the player)
tweaked license requirements for some ships
new M and L turbolaser turrets for ICG with unique models
ICG jobs tweaked
AA9 miners removed from NRL roster
Fixes:
Fixed Lancer ag2g turret blueprint not given to players if they purchased ag2g blueprint before Lancer was introduced
Fixed required shield blueprints not provided when Bellator research is completed
Fixed incorrect reward display for some emergent missions
Improved determining frontier sector per faction for citizenship requirements
New ships:
Lancer frigate (Empire, Ascendancy, Kuat)
Additions:
New faction logic goal - surgical strike, attack of specific stations without the goal to capture system (taken from Mysterial FE mod, credits are his)
Added mining-related module blueprints to mining guild rep
Added dynamic rooms for all capital ships, fixing a bug with missions that require them
Fixes:
Fixed XXL and XL ships available on AI shipyards where they cannot be built
Fixed missing/incorrect payments for emergent missions (escorts, bounties, raid etc)
Fixed missing Hapan Nova M shields
Fixed Fulgor and Kontos unable to resupply fighters
Fixed discrepancy of imp, mando, hapan modules ware costs
Fixed issues with player movement freezing in various ships if some turrets/shields on the ship were destroyed
Fixed incorrect turrets on some production station modules
Fixed absent mass traffic from various stations
Fixed incorrect calculation of EQ dock bonus in maintenance system
Fixed ladder in TIE Silencer
Fixed some vanilla factions being used as smuggler cover
Fixed Teroch dock collisions
Fixed incorrect license setup for Hapes
Missing texts in some places, fixed typos
Updated german, chinese and russian localization
Technical:
Update to 7.1 version of the game, review of combat AI changes and other improvements
New Ships:
Miy'til starfighter (Hapes)
Hapan Battle Dragon (Hapes)
Nova-class Battle Cruiser (Hapes)
Cherubah Corvette (Hapes)
Executor-class Super Star Destroyer and its Prototype (Empire)
Bellator-class Star Destroyer (Ascendancy)
Praetor-class Battlcruiser (CSA)
Proclamator (CSA)
Velox (ASC)
Vigil (ASC)
Fulgor (ASC)
Teroch (Mando)
Some unknown TIE prototype (only through research)
New features:
New Faction: Hapes Consortium (with paranid-style stations) + new gamestart
Expanded South-East part of map (8 new sectors)
New XXL construction module that allows to build XXL ships, but you need to research them first
New ware: Logistic Supplies, used for M+ ship construction and in maintenance mechanics
Maintenance mechanic, there is a reason to own sectors now! Starts only with CFB faction power level 1
Rebalanced economy slightly, food is now needed more, and other some smaller changes
Mandos now use split-style stations
Some scummy/pirate factions now propose barter missions
Replaced some UI sounds
2 new soundtracks + 4 New Music tracks (2 Hutts/ 2 Mando)
New Start menu variant
Aurek Besh ID Code on some ships
Changes:
Improved accuracy of PD guns and light turbolasers
Improved some carrier jobs not rebuilding their fighters properly
Rebalanced capital ship shields, higher capacity and lower regen across the board
Rebalanced M and L turbolaser turrets, lowered anti-hull damage across the board
Slightly increased travel speed of most M ships
Changed some sector backgrounds to those from Timelines
Vindicator and Enforcer moved from ASC to Empire roster
Rebalance of some military and civilian jobs
Increased CFB power level requirements.
Mando N1 got a new model
Imperial textures improved/ adjusted
Updated some NPC construction plans with new station modules
Moved BHG main station to neutral Millagro system
Some changes to AI, capital ships will prefer to stay on the same ecliptic with their target (like in movies)
Fixes:
Fixed pirate factions not rebuilding pirate stations if destroyed
Fixed many generic missions not appearing
Fixed "destroy mines" missions showing too much
Fixed seismic charge model
Many smaller fixes, typo fixes, text clarifications etc
New ships:
T6 shuttle (Kamino)
Weqquey corvette (pirates)
V-19 Torrent (CSA, Kamino)
V-wing Nimbus (CSA, Kamino)
Citizenships bug-fix: Resetting social standings and citizenships were not resetting to 0 properly.
Other fixes related to kuertee emergent mods
Fixes to bad terminal on some imperial bridges
Hardcell mesh fixed
MC80 engines mesh / wreck mesh fixed
New ships:
Kandosii Dreadnaught (Mando) X-wing T70 (3 color variants, NRL, Rebels) SoroSuub Luxury Yacht 3000 (Huttss
New Hutt-related game start
Updated Mando faction icons
Improved textures of some Mando ships
New Planets/Moons models:
Tatooine Planet Coruscant Planet Korriban Planet Kuat Planet Nar Shadaa Planet Mustafar Planet
Updated DBY 827 Turret models
Added blue small quad turret to Kamino
Partial integration of kuertee UI Extensions mod (3rd party mods requiring external mod will still need a separate install of that, but integrated kuertee mods are fine)
Added new custom ship classification for ships (buy menu and encyclopedia)
Citizenship and various kuertee mods fixes
Fixed some ships being too good at evading fire in lowattention combat
Tweaked parameters for lowattention combat
Imperial-style bridges elevator fixed (please leave the bridge before upgrading the mod version)
Fixed some minor factions having rep requirements for station-related licenses
Fixed imperial habitat modules populating incorrect race leading to bought ships having non-imperial crew
Fixed imperial factions not building habitation modules
Fixed pirates sometimes using cover while under attack
many other smaller fixes
Technical update of all assets for the new physics engine.
Improved performance of late game.
New ships: LAAT/c, LAAT/I (CSA,kamino), C-K Miners (NRL), Stinger Yacht (civilian)
New weapons: Taim Co. dual and quad laser cannons for CSA
Stations now use unique L turrets and L shields.
Now you can select different start menus in game settings
Reworked all MC80 ships.
Some ships got new pirate/old style bridges
All ships now use capital-style Jump Beacon jumping, traversing without entering the gate. Player -piloted ship may still need to enter the gates though.
First start-related “big goal” missions for ADVANCED starts.
Kamino-related event, turning them into bigger faction.
Rebels now reside in Alderran, holding the sector.
Enabled expedition forces for different factions.
Updated flaks to new mechanics. Updated all influences to new mechanics (tractor beams, ion cannons etc.)
Decreased reverse thrust of all S and M engines to mitigate “jumpiness” in movement of AI when they decide to stop. Will also insignificantly increase the range of travel mode exit.
Update to jobs, using new features from 6.0, should help with economy.
Update to many L/XL ships docks with removal of docking paths (MC80s, quasars, harrower etc), should speed up docking
Updates to kuertee mods integration, numerous fixes.
Tweaked lowattention combat calculations with new 6.0 parameters
Improved faction logic ability to grab ships for its needs further from the frontline sectors.
Improved faction logic decisions on when to build new ships for its goals.
Some factions will now send small incursion forces into enemy territories, even if no active frontline between them.
Smaller tweaks to most systems, AI, faction logic, missions.
Updated some map regions and planet graphics.
Improved inventory of Pirate and Hutt station traders
Contraband Alcohol is no longer needed for workforce, it did a lot of trouble for traders assigned for stations. (check your trader assignments)
Imperial Ascendancy start now uses TIE Striker as starting ship.
Major factions now have unique station announcement voice lines (thanks to Taros!)
Rebalanced E-wing, ETA-2 and some other ships
New Transporter terminal model for S ships.
Many, MANY bugfixes and tweaks, almost every file was touched in some way.
- News ships:
Scarab-class starfighter (ICG)
Victor-wing starfighter (Hutt Cartel)
Dynamic-class freighter (BHG)
YT-1300 civilian version (Civ factions)
C-ROC and C-ROC Raider Gozanti corvettes (Hutts, Anoat and Pirates)
Interceptor-class Frigate (Hutts and Pirates)
Kontos-class Frigate (Ascendancy)
Cantwell-class Arrestor Cruiser (Galactic Empire)
Recusant-class Destroyer (ICG)
Mon Cal Auxilary Ship (NRL )
- War subscription missions for major factions (thanks kuertee!)
- New sector – Taris, west of Mandalorian space
- New “Bespin Treaty” event, NRL can declare war on Anoat if the latter expands too much
- New game start Kessel Prisoner
- Updated models for some missiles, weapons and other stuff (thanks Elratie!)
- Custom station announcement voice-overs (only imperial in beta for now)
- Black Sun *redacted* in *redacted* sectors will no longer spawn out of thin air
- Numerous improvements to economy (some will affect new game only)
- Improvements to ship distribution in galaxy, AI is more willing to build capital ships if they have surplus in resources
- Some fixes to wares and selection of goods for transportation, fixes to availability of wares
- Crew capacities reduced by 10-20% across the board (for performance and savegame size improvements)
- M shield capacities increased but recharge decreased by 10-15%
- L shield capacities slightly increased
- Some tweaks to OOS combat
- Update faction icons
- Fixes to some ships not able to shoot missile weapons
- Fixed capital ships with frontal weapons failing to align for shot
- Decreased impact on speed from towed scrap cube / wreck
- Numerous fixes to kuertee mods, bounty missions, emergent missions
- Many smaller fixes, tweaks and typo corrections
0.65 HF1
- New projectile effects, better for performance, visible from afar, project light around itself correctly, less fleshy and do not cause damage to your retina anymore.
- Huge number of fixes to kuertee mods, bounty missions, emergent missions, war subscriptions ETC. You can now access additional UI if appropriate mods are installed (optional)
- Additional rebalance of M shields – less regen more capacity.
- Changes to all M and L turbolaser turrets – generic damage is decreased across the board by around 15%, more prolonged capital vs capital combat, Ion cannons are more important.
- Added additional trader ships and miners to factions to better support economy
- Tweaks to some military jobs, rebalancing number of L and XL ships in some fleets
- Added icons to some ships, turrets, modules, work will continue here.
- Minor improvements in holomap and some objects rendering distances
- Many smaller fixes, tweaks and corrections.
0.65 HF2
- L and XL ships material costs rebalanced, they require less hull parts but more Rhydonium cores, credit cost is approx. the same
- Turret Components ware material cost rebalanced; they now require Tibanna Cells as well.
- All large turbolaser turrets were changed to “long range” AI behavior, meaning that they will not try to shoot at small ships automatically unless that ship is direct target of the ship, focusing on capital ships instead.
- Fixed pirate scrap facilities lacking solid storage (old ones will be updated to build new module as well)
- Updated Providance loadout with few more M turbolasers, moved torpedo tubes to broadsides.
- AEG77 gets one more M shield
- Fighters with bombs/medium/heavy torpedoes will try to prioritize attacking capital ships
- Added ship dealer room to Imperial docks, now can modify L and XL ships on imperial shipyards
- Improved NRL jobs to rely more on XL ships instead of huge number of Dreadnoughts
- NRL may now rarely build an ISD if they control Kuat
- Improved Firespray shield modules amount
- Welfare research is now completed by default, old saves fixed too
- Fixed issues with HQ missions not counting bailed ships
- Fixed Raid/Patrol dynamic missions not showing up in most cases
- Fixed TIE shuttle and bomber teleport position
- Fixes to bounty hunting mission: fixed missing NPCs, fixed not working mission timeout, fixed too big bounties assigned
- Fixed Venator loadout in “The Last Clone” game start
- Other smaller numerous fixes
- New ship – Scimitar Assault Bomber for Galactic Empire
- New ship – TIE Striker for Galactic Empire and Imperial Ascendancy
- Fixed Escort emergency missions incorrect calculation of “in-escort” time
- Fixed license loss on social standing loss (currently disabled in mod)
- Citizenship: frontier defense stations near neutral systems now count correctly for requirements
- Added Trade Corner to Imperial S/M dock
- Added more clarification to Citizenship and Reactive factions messages
- Fixed incorrect naming for some station modules
- Added missing illegal modules blueprints to some factions
- Improved Dunelizard cockpit
- Updated [REDACTE] fighter model and texture
- HQ story now accounts for bailed/captured ships, but you cant capture capital ships
- All sectors now have descriptions
- Fixed some loadouts for ships
- Other numerous smaller fixes
- Added failsafe for non-spawned Mining Guild wharf
- Bounty Hunters bounties were not registered correctly, fixed, talk to BHG station manager to access missions.
- Removed remaining vanilla station modules
- Corrected naming of some modules
- CSA, Kamino and Hutt Venators now are distinct visually
- Fixed few loadout issues
- Fixed incorrect starting modules for certain gamestarts
- Fixed Procursator turret goups
- Fixed spacesuit dockings for few ships
- Fixed some station 1st person collision issues
- Fixed issues with Crusader cockpit
- Fixed some typuos