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Zelanter liked a post in a topic by Circa in New year, new contest
It's 2025 which is just a wild number. You may have noticed things have been pretty quiet around here. Some small changes have happened behind the scenes but nothing too major. We recently disabled the status updates feature due to it only being used by a couple normal people and always the first target of a spam account. The future versions of JKHub will not have a status feature anyway, so we're just disabling it early.
Work is still being done with the new JKHub. The last few months have been slow due to me moving and then the holiday season and launching a new podcast. I hope to gain more progress on it throughout this year. You'll hear more about it when it's ready to show. I will say though that the goal of the new website is cost savings and streamlining. It's been nice using this software for the website since JKHub's launch but it was already super expensive and they raised the price last year. Donations haven't kept up with our costs in many years now. With the move to my new custom website, we will lose features and it may seem more barebones compared to this, but with activity going down more and more, it makes more sense to strip the site down to essentials. Here is a sneak preview of the new file pages. The goal is to keep the important parts of JKHub in tact.
Duel Map Contest
We haven't had a contest since the 20th anniversary event, but here we are with a contest focused on just duel/tffa maps. This idea was originally from someone in the community @banhammer and I agreed to host it for them.
What makes a duel map?
The requirements for a duel map are more than just the .arena file. Duel mode (and Power Duel) are typically small maps with minimal obstacles or paths from spawn to action. The reason TFFA can be looped into this as well is the way that TFFA is played is similar to duel, where typically 2v2, 3v3, or 4v4 has the action limited to one dueling area. For example when TFFA is played on FFA3 (Tatooine City), everyone spawns and immediately makes their way to the main area in front of the giant door across from the brown ship. The best duel and TFFA maps typically have spawns that are far enough away from the action area but not far enough that it takes forever to get to it.
Here is a very simple diagram of a layout that works well (do not make this exactly, get creative!).
TFFA maps are typically bigger than Duel maps, however there is a sweet spot to being able to cater to both modes and how they are typically played. If you have no experience playing duel or TFFA in multiplayer with real players, don't hesitate to ask questions in the comments below, or don't be afraid to jump into a server and ask to be shown how it works.
You do not have to cater to both modes, you can pick one or the other. You also don't have to stick to the above diagram design.
Rules
All submissions must be maps catered to Duel and/or TFFA modes in Jedi Academy or Outcast. Map must function in the base game modes (must not require mods to work, like MBII). Include separate map files if you must. You can only enter your own creations. Already released files cannot be submitted. The goal is to encourage new creations! It does not have to be Star Wars themed, any theme will work. Make sure it abides by the file submission rules. Mods can be for Jedi Academy and/or Jedi Outcast. We will assume mods are for JKA unless specified otherwise. The deadline for submitting content is 23rd of February 2025, after which a poll will be opened. The poll will be closed by the end of day 7th of March 2025. You must be a member of the forum prior to the contest to vote. What do I win?
Winner of the contest gets a badge on the forum, an entry on the contest board, but best of all this just encourages creativity that benefits the community to enjoy the mods being made. The best creations come from passion, not reward. 😎
How do I submit my mod?
Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. After the contest is over, we will move the mods to their respective categories.
Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you.
Submit to Duel Map Contest '25
This may seem like a broad subject for a contest, but hopefully it gets some mappers out of their comfort zone and create something they haven't before! Good luck!
THE RESULTS ARE IN...THE WINNERS ANNOUNCED HERE
View full article
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mjt liked a post in a topic by Circa in New year, new contest
It's 2025 which is just a wild number. You may have noticed things have been pretty quiet around here. Some small changes have happened behind the scenes but nothing too major. We recently disabled the status updates feature due to it only being used by a couple normal people and always the first target of a spam account. The future versions of JKHub will not have a status feature anyway, so we're just disabling it early.
Work is still being done with the new JKHub. The last few months have been slow due to me moving and then the holiday season and launching a new podcast. I hope to gain more progress on it throughout this year. You'll hear more about it when it's ready to show. I will say though that the goal of the new website is cost savings and streamlining. It's been nice using this software for the website since JKHub's launch but it was already super expensive and they raised the price last year. Donations haven't kept up with our costs in many years now. With the move to my new custom website, we will lose features and it may seem more barebones compared to this, but with activity going down more and more, it makes more sense to strip the site down to essentials. Here is a sneak preview of the new file pages. The goal is to keep the important parts of JKHub in tact.
Duel Map Contest
We haven't had a contest since the 20th anniversary event, but here we are with a contest focused on just duel/tffa maps. This idea was originally from someone in the community @banhammer and I agreed to host it for them.
What makes a duel map?
The requirements for a duel map are more than just the .arena file. Duel mode (and Power Duel) are typically small maps with minimal obstacles or paths from spawn to action. The reason TFFA can be looped into this as well is the way that TFFA is played is similar to duel, where typically 2v2, 3v3, or 4v4 has the action limited to one dueling area. For example when TFFA is played on FFA3 (Tatooine City), everyone spawns and immediately makes their way to the main area in front of the giant door across from the brown ship. The best duel and TFFA maps typically have spawns that are far enough away from the action area but not far enough that it takes forever to get to it.
Here is a very simple diagram of a layout that works well (do not make this exactly, get creative!).
TFFA maps are typically bigger than Duel maps, however there is a sweet spot to being able to cater to both modes and how they are typically played. If you have no experience playing duel or TFFA in multiplayer with real players, don't hesitate to ask questions in the comments below, or don't be afraid to jump into a server and ask to be shown how it works.
You do not have to cater to both modes, you can pick one or the other. You also don't have to stick to the above diagram design.
Rules
All submissions must be maps catered to Duel and/or TFFA modes in Jedi Academy or Outcast. Map must function in the base game modes (must not require mods to work, like MBII). Include separate map files if you must. You can only enter your own creations. Already released files cannot be submitted. The goal is to encourage new creations! It does not have to be Star Wars themed, any theme will work. Make sure it abides by the file submission rules. Mods can be for Jedi Academy and/or Jedi Outcast. We will assume mods are for JKA unless specified otherwise. The deadline for submitting content is 23rd of February 2025, after which a poll will be opened. The poll will be closed by the end of day 7th of March 2025. You must be a member of the forum prior to the contest to vote. What do I win?
Winner of the contest gets a badge on the forum, an entry on the contest board, but best of all this just encourages creativity that benefits the community to enjoy the mods being made. The best creations come from passion, not reward. 😎
How do I submit my mod?
Our goal is to make it as simple as possible for everyone involved. The way you submit your file for this contest is to upload them as normal files in our file section, but using the category called Contest Entries. After the contest is over, we will move the mods to their respective categories.
Click the button below, and submit your mod as you normally would. The category should be set to Contest Entries already. If you don't enter it there, your file won't be entered until you do. If you realize that you didn't do that, PM a staff member and we can change it for you.
Submit to Duel Map Contest '25
This may seem like a broad subject for a contest, but hopefully it gets some mappers out of their comfort zone and create something they haven't before! Good luck!
THE RESULTS ARE IN...THE WINNERS ANNOUNCED HERE
View full article
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Circa liked a post in a topic by Minoda in Mino's Maps and Models
Christmas (Life Day) was a busy time in the RP Community, so thought I'd update this since I haven't done it in a while with some screenshots of the maps in action.
Map is pending release, so you should be able to get your hands on it soon hopefully!
Hope you all enjoy!
Happy belated Life Day and Happy New Year!
- Minoda
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Circa liked a post in a topic by Qira in Coruscant Mega Map (WIP)
Well, you all have been asking for it. "Why don't you make Coruscant?" "Make Coruscant" "Where is Coruscant!????"
Originally, I did not want to make Coruscant, but this summer I got to experience living in NYC for the first time and out of all of the other cities I've lived in, this place absolutely broke me. In post cards and movies, you see the glistening lights of the skyline and times square, and the city inflates itself as being a world capital. But everything in NYC is fundamentally broken, healthcare, the subways, something as simple as seeing a dentist becomes a Kafkaesque nightmare. While walking over a bridge from the Bronx into Manhattan, it hit me, What would Coruscant actually be like? A NYC on steroids with even more problems! How would a planet scale ecumenopolis break you?
So for the past few months I've been conceptualizing a map that takes up a good chunk of the entire GTK Radiant grid. What would it be like to stand on the surface of Coruscant, where its a long way up, and a long way down? How about a map so large you have to take a literal train to go from one end to the other (or you could just walk which will take up a good chunk of time and might be just a little dangerous since OSHA doesn't exist in the Star Wars Universe and most platforms don't even have guard rails. I've been drawing inspiration from games like NaissanceE where you explore a horrifying megalophobia inducing city that was clearly not built for humans. When I look at Coruscant with its lack of outdoor parks and green spaces (even the touristy Senate District has no parks, just concrete and durasteel) and a planet sized city with thousands of levels below and above, I see potential to make something fascinating.
The images above are the mostly the (unfinished) skybox, I now need to rework the rest of the playable map area to blend with it, This map will most likely take a long time to complete with the scale so I am enlisting some help as this will be a community effort.
Proposed features I want to include:
* A Metro Rail that crosses from one end to the other: That Coruscant episode of the Mandalorian was my absolute favorite.
* NPC civilians: I do not want this place feeling like an eerie liminal space when played solo. (Yes, I'm addicted to hour long video essays about these lol)
* Four distinct neighborhoods: Vibrant neighborhoods with numerous clubs and places to explore. (This can't be all doom and gloom.)
*Physicalized 3D flying speeders and large transports: That 2D air traffic I made in Valora was cute, now it's time to take it up a notch.
* A deep canyon where the jet blast from said low flying speeder can push you off and then you can experience the horror of falling to your death. (for a good while before you hit the kill trigger)
As the residents of Coruscant would say.
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Circa liked a post in a topic by Sithani in [WIP] Ragdoll Physics
Hi
Just wanted to share a little something I've been working on - adding ragdoll physics to Jedi Academy's single player.
Still pretty rough, it's a big pain, not gonna lie, but I'm excited about how it's shaping up.
You can tell how much of a pain it is watching the progress in a few clips, from the very first basic test to where it stands today.
First test:
Starting to get bones to actually move:
Kinda starting to work?:
Current state, still very rough:
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Circa liked a post in a topic by Plasma in Acolyte Model Request Dump
Those ones are done I meant I still need to finish the other Acolyte sabers. I've done Inadara's hilt since then though.
It's probably going to be awhile before I get them all done though as I'm working on other stuff at the moment too.
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Circa liked a post in a topic by chloe in Chloe's WIP Thread - Jedi Knight: Reborn
September/October/November Update
Hi everyone, just wanted to pop on here quickly and say this mod isn't dead! The last few months have been consumed by university study, but slow progress has still been made. I've finished hand-drawing a star chart for every planet out of the selectable missions, and will next move on to writing debriefs for each mission to fit with the new mission selection menu I've designed. I'm hoping that progress will pick up significantly in the new year!
Here's a sneak peek at two of the star charts, and the mission briefings that go along:
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Circa liked a post in a topic by Linken in Progress Report: November 2024
I want to start this report off by thanking you all for your patience and understanding as I navigated the start of this enormous change in my life. This was not an easy change to deal with, but I'm feeling much better than before and I've gotten quite a bit done.
I went ahead and released this progress report early due to upcoming Thanksgiving plans.
MISSION FIXES
As I slowly got back into development, I started off with some basic fixes and (hopefully) overall improvements to our missions. To begin, I did a great deal of work on the Jedi Outcast campaign. Here's what I did:
All Jedi Outcast levels have been addressed where loading a save game would result in a loss of force powers and weapons. The turrets in doom_detention and ns_starpad will now work as intended and will now display a laser effect. I also spent a little time on fixing up the mission "The Trayus Core". Here's what I did with that:
Reduced Darth Traya's health from 2000 to 1000 in Stage 1 Improved the hitbox for the floating lightsabers to make defeating them a bit easier. Removed the Lightsaber's force immunity MAP WAYPOINTS
Our amazing team member Aimde has been hard at work adding waypoints to many maps and his dedication has not waivered at all. Adding waypoints will allow for npcs to behave as you would expect them to. The following is a list of maps confirmed to be receiving waypoints in the next update:
Carida Academy Episode IV: Tantive IV Rogue One: Scarif Episode V: Echo Base RC: Geonosis Canyons KOTOR II: The Ravager Episode VIII: Snoke's Throne Room Episode VII: Jakku Episode II: Kamino Episode III: The Invisible Hand NEW CHARACTERS
Alright, last point to make, this month has been heavily focused on beginning the process to package up the new characters for the mod. As of writing this: 10 of the 16 Skin pk3s have been packaged with all new characters. I hope to finish this process by the end of the month.
As of today, I will no longer be accepting any additional character requests for this update (unless the character is one I'm very excited about).
Here is a list of all confirmed characters arriving to Galactic Legacy in the next update. Please note this list is subject to change at any time:
THE OLD REPUBLIC
Atris (Darth Traya) (New Variant) Bao-Dur (Armored) (New Variant) Kavar Lonna Vash Nomen Karr Revan (General) (New Variant) DARTH REVAN'S SITH EMPIRE
Kreia (Updated Model) RECONSTITUTED SITH EMPIRE
2V-R8 Darth Acharon Darth Baras (Model Update) Darth Decimus Darth Hadra Darth Malgus (Renegade) (New Variant) Darth Mortis Darth Nyriss Darth Ravage Darth Vowrawn Jaesa Willsaam Sith Empire Trooper (Updated Model) Sith Eradicator (Updated Model) Sith War Droid (Updated Model + Animations) Vitiate (Illusion) (New Variant) ANCIENT SITH EMPIRE
Ajunta Pall Kissai Ludo Kressh (Crowned) (New Variant) Marka Ragnos (Updated Model) Marka Ragnos (Spirit) (New Variant) RULE OF TWO
Darth Bane (Updated Model) Darth Cognus Darth Tenebrous (Updated Model) GALACTIC REPUBLIC
Anakin Skywalker (Commander) (New Variant) Anakin Skywalker (Nelvaan) (New Variant) Kelleran Beq (Updated Model) Kit Fisto (Mon Calamari) (New Variant) Sister HIGH REPUBLIC (New Faction)
Geode Jecki Lon Yord Fandar SEPARATIST ALLIANCE
Asajj Ventress (Yavin) (New Variant) BX Commando Droid (Updated Model) Droideka (New NPC Class) Geonosian Elite Qymaen Jai Sheelal (New Variant to General Grievous) REBELLION
Garazeb Orrelios (Updated Model) Grizz Frix Han Solo (Updated Model) Jan Dodonna Jyn Erso (Disguise) Keyan Farlander Lak Sivrak Lando Calrissian (Smuggler) (New Variant) Leia Organa (Mimban) (Additional Appearance) Luke Skywalker (Bespin, Farmboy, Sith Apprentice) (Updated Models) Luke Skywalker (Grand Master) (New Variant) Luke Skywalker (Mimban) (Additional Appearance) Raymus Antilles Sabine Wren (Updated Model + New Variant) Saw Gerrera Starkiller (Dreaming Robes) (New Variant) Starkiller (Experimental Jedi Robes) (New Variant) Toryn Farr Twi'lek Rebel NEW REPUBLIC
Garsk 81 New Republic Officer GALACTIC ALLIANCE
T'ra Saa GALACTIC EMPIRE
Brakiss Captain Pellaeon (New Variant) Crosshair's Elite Squad Member Emperor Palpatine (Senate) (New Variant) Janus Greejatus Royce Hemlock Stormtrooper (Updated Model + Variants) SITH ETERNAL
Sovereign Protector DARTH KRAYT'S EMPIRE
Darth Krayt (Robe) (New Variant) Darth Maladi (Updated Model) Darth Maleval Darth Wyyrlok BOUNTY HUNTERS
4-LOM (Updated Model) IG-88 (New Variant) Zuckuss (Updated Model) HUTT CARTEL
Dr. Cornelius Evazan CRIMSON DAWN
Maul (Model Update) INDEPENDENT CRIMINALS
Bera Kazan Bom Vimdin Davik Kang 0-0-0 CIVILIANS
Asogian Babu Frik Camie Marstrap Dantooine Militiamen Duros (New Variant) Lak Shivrak Leesub Sirln Nautolan New Republic Citizens Quarren Tusken King MANDALORIANS
Mandalore the Indomitable MANDALORIAN NEO-CRUSADERS
Mandalore the Ultimate (Updated Model) ETERNAL ALLIANCE
Nico Okkar (Updated Model) Vette (New Variant) JEDI ORDER
Cal Kestis (Scrapper) (Updated Model) Jedi Knight (Hermit & Journeyman) SITH ORDER
Sith Lord (Armored) Sith Statue UNALIGNED FORCE USERS
Baylan Skoll Shin Hati INFINITIES
Darth Jar Jar Darth Valeria (New Variant) Max POSSIBLE QUESTIONS & ANSWERS
Q: Why are Baylan Skoll and Shin Hati in Unaligned Force Users instead of Imperial Remnant?
A: Baylan and Shin did help Morgan Elsbeth reach Peridea and help in Thrawn's return. However, they were Mercenaries and weren't truly loyal to the Empire.
Q: Is Darth Jar Jar going to be OP?
A: We had to sacrifice many in his name to not be OP. He is however very strong.
Q: Will there be a version of The Trayus Core mission with Atris instead of Kreia?
A: There aren't any plans at this time, this would be up to you all to push us to make.
CONCLUSION
Once the characters are packaged up, there are a few more things to take care of regarding the new Dynamic Weapon System which I'm foreseeing to be pretty difficult to fix, so I'm saving it for last.
I'm also currently looking into ideas to add some automation to the Character/NPC menu to make adding them a bit easier. It's a bit hard to say at the moment what else may need doing. However, the inclusion of new characters will be a huge milestone once completed, so I'm looking to have that done as soon as possible.
I'm currently on the look out for potential new menu music, if you have any ideas, please send me a DM over Discord with your ideas (please no more than 3 suggestions).
Thank you all for following the development of Star Wars: Galactic Legacy, and may the Force be with you.
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Circa liked a post in a topic by Plasma in Acolyte Model Request Dump
I'm working on the lightsabers though I don't know when I'll have them all finished. These are the ones I've done so far though.
Sol
Vernestra
The Stranger
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Circa liked a post in a topic by Lazarus in [W.I.P.] (SP) Star Wars - Republic Intelligence
reworking textures and shaders, not having as much time as i want, but i revamped the keyboard today. I am going slowly into the direction of a hex theme texture wise 😉
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Circa liked a post in a topic by GPChannel in STAR WARS: Movie Duels (Remaster of Movie Duels II)
Tales of the Galaxy: Legend of Revan
Taris Cantina/Dueling Arena mission map is in progress by mjt,SomaZ,Cornelius,GP
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KeyG liked a post in a topic by Circa in Lightsaber Bug
If you switch weapons does it stay that way? Does it happen if you load the game from the start of the level rather than a checkpoint or manual save?
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Circa liked a post in a topic by Linken in 5 things I discovered while modding Jedi Academy
Working in the modding scene for many years now and getting a chance to work in the Jedi Academy source code has unveiled a lot of really interesting things about the game that I never would've guessed to be a thing. I wanted to share a few of these discoveries with you all.
1. Jedi Master difficulty is not real
It turns out according to the code that the difference between Jedi Knight Difficulty and Jedi Master is the health reduction.
2. The Difficulty nerfs your lightsaber
Depending on what difficulty you're playing on, the lightsaber loses its ability to reflect the projectiles of certain weapons.
On Padawan, it'll reflect all appropriate weapons.
On Jedi, it'll no longer reflect the Flechette or Demp 2.
On Jedi Knight/Master, it'll no longer reflect the Flechette, Demp 2, Bowcaster, or Repeater.
3. You can't die from fall damage if your playerteam is "free"
Honestly this one surprised me a bit. I'm not entirely sure why this is the case or why it was coded in the first place, but it's a fact.
4. You can take away an NPC's force push
So we all know the mechanic where if you grip or drain anyone with a lightsaber (even if they don't have push) they'll push you back anyway. There's a special function coded to perform this, how it's coded is that it'll assign the push power to the npc, play the power, then take it away. There's no check in the code if the npc owns the power beforehand, so this method will take away the npc's ability to use Force Push in normal combat.
5. Blocking Force Lightning with a lightsaber is in the game, it just doesn't keep you safe.
You might have noticed if an npc is shooting Lightning at you that your character is moving the saber as if attempting to block it but you're still taking damage. This isn't a glitch but is an intentional mechanic.
Lightning damage is calculated with a number of factors in mind (distance from the victim, one or two hands, etc), however, the simple act of holding a lightsaber offers the victim a significant damage reduction (not immunity). The blocking animation played is hard-coded in the game.
If you want to experiment with this, spawn 2 npcs, one with a lightsaber, and one with another weapon. The non-saber user will die much faster than the saber user.
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Circa liked a post in a topic by Petzi in Twenty years of Jedi Academy
Kinda sad that I missed this, but I'm delighted that it happened! Thank you to everyone who keeps this game and community alive.
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Futuza liked a post in a topic by Circa in If you message us as soon as you submit your file
Please stop. There are multiple people that have this habit and it’s obnoxious. It happens way too often, and just results in pissing us off. We already get notifications for submissions.
We will get to it when we get to it. It’s not as simple as pressing a button, so we have to set aside a bit of time to take care of them.
If you get directed to this thread going forward, you are guilty of this and I, or another staff member, are asking you to stop.
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Circa liked a post in a topic by EvasionStudios in School of War: Tron Legacy Edition
Hey folks,
It's been over a year and we had to put this project on pause for a while. We needed to wait for some help from @SomaZ and @mjt who have been instrumental in helping us get through some of the pains of the project. Notably they were able to facilitate a method for us to move the blender areas in bulk into Net Radiant. So we've picked back up and are working to finish some of the textures that were not properly sized, while also testing these scripts and getting them moved over into Net Radiant.
Our current goal is to get the areas moved in with textures applied, and have all areas in one map, that we can load into a game and see what happens. From there we will do the shader work, the operations of various points in the map, and start to refine it. No pictures for now, but we're excited to keep on moving!
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Circa liked a post in a topic by Minoda in Mino's Maps and Models
Finally learned how to properly UV unwrap with the help of @Noodle so I've started creating some custom assets for some maps, thought I'd try with food items first so I present 'Sushi' 😄
Sushi
https://www.dropbox.com/scl/fi/cov2fceprechvfunvhch9/zzSushi.pk3?rlkey=5vvbpaej196aock6vco1k27c1&st=pgdakx2d&dl=0
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NumberWan liked a post in a topic by Circa in Qira's Lounge on Valora
This looks amazing! That skybox looks insane, very nice work. Bummer that the aliasing is quite prevalent in your screenshots because I'm sure it looks even better than what those show.
EDIT: Uploaded new screenshots with Qira's permission!
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Circa liked a post in a topic by Futuza in Development screenshots: cool things that are being worked on
Been a while since I've posted in this thread. Been working on lots of things, but here's something simple but neat. Fixed the antitoxin filters and added a new type that actively removes toxins rather than just preventing new applications of poison debuffs.
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Circa liked a post in a topic by CrimsonStrife in Isaac Clarke
Despite not being involved anymore, you guys are still on my bookmarks bar. So I end up here by accidental clicks more often than I care to admit 😅. Then it becomes a "Well what's going on here" situation. Usually I don't even login though, just lurk.
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GamerRedNeck liked a post in a topic by Circa in Jedi: Fallen Order
I suppose I'll give a little review of it.
Overall I really liked it. I generally hate games with dodge/roll combat and enemies with giant health bars, but I played it on the lowest difficulty and it wasn't bad at all. A lot of the bosses were still difficult but not to the point where I was having a bad time like if I were playing Dark Souls.
The story is pretty good. You basically go on an investigation adventure, which is always a good time to me. It had a lot of little easter eggs here and there about the overarching story of the Empire but it did really well at keeping out of the trilogy storyline. That's one thing that really drives me crazy with a lot of Star Wars content, they try too hard to relate it back to Luke's story in the films and ends up being too close to those events. A big example of that is The Force Unleashed, which this game is already compared to in a lot of ways. I'm glad Fallen Order didn't really have that problem. My main problem will have spoilers:
The character development and writing was really well done. Each character is really unique and I didn't hate anyone really. Greez was a great character who grows to care for his crew.
Seeing Dathomir was epic. A planet we've never seen in a game before and felt just like it did from Clone Wars. Seeing Ilum and the crystal cave was really cool (plus that really cool easter egg that I'll mention later). Kashyyyk and the Shadowlands returning from KOTOR was awesome (they even made Tach monkeys canon!), though the Wookiee models were pretty bad looking, graphically. The new planets were really cool and felt like they definitely belong in Star Wars.
Combat was fine. Like I said, not a fan of that style of combat system because it gets really boring after awhile and doesn't feel immersive. However I think they did it well enough to make it enjoyable and not stale. My main complaint of the mechanics is that it would delay between dodging and attacking sometimes, which made it hard to react quickly. I found myself yelling at Cal to ATTACK after dodging but he wouldn't do it fast enough. The force powers were perfect, in my opinion. Nothing was overpowered or made you feel like a god. It was extremely grounded in what we see in the films and was relative to what a Padawan could probably re-learn and learn in a matter of months. I think the craziest one was the repulse ability and even that was very simple compared to the TFU repulse.
My favorite easter eggs were ones that related to the Clone Wars and prequel era. The crashed Venator on Zeffo was one of the coolest parts of the game, especially if you hunted for all of the collectibles. You find out what happened to the Jedi general and Padawan on that ship when Order 66 was executed. The force echoes are a really cool feature in the game, and they shine in this ship wreck. The best easter egg though, by far, I'll say in a spoiler tag:
The big question a lot of people have, especially in this community, is whether or not Jedi Fallen Order compared to Jedi Outcast or Academy or even The Force Unleashed. My answer is mostly a dismissal of the question entirely. It's a completely different genre of game. It's much more similar to The Force Unleashed overall, but still very different. I played the new God of War a few months before playing this game, and that's essentially what this is: a Star Wars God of War. Nearly every mechanic and design choice is the same, save for one: the meditation save points, which are straight from Dark Souls (and probably the worst and outdated feature, in my opinion). I know a lot of you are strictly PC players, so you haven't played God of War, but if you ever get a chance (and you should, it's stellar), you'll definitely see where they drew inspiration from.
This game shouldn't be compared to Jedi Academy, at all, if we're being fair, outside of lore. There's no doubt that Jedi Academy has the best lightsaber combat mechanics to this day, but this game didn't even attempt to copy it, and I think that's good for what they went for in the end. I'd rather have any future Star Wars game that attempts to copy Jedi Academy actually be a Jedi Knight sequel or remake, rather than a new series. That's what makes the JK series so special.
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Circa liked a post in a topic by CrimsonStrife in Isaac Clarke
Oh don't be so dramatic. You of all people on here have several ways of personally contacting me and would know I am not dead. Hell I think you're connected to most of my social media accounts 😅
But you know me, like Beetlejuice, say my name too many times and I get summoned. Unfortunately it's just really inefficient and time-delayed.
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Circa liked a post in a topic by CrimsonStrife in Isaac Clarke
I'm going to necro this just to make you come look at it.