It's been a few months since our last official forum update, so all of us at Fate of the Galaxy want to share what we have been working on this fall. A highlight list includes the following:
- Added updated missile and torpedo effects (inflight and hit), thanks to Kestrellius! He also added new blaster cannon effects and new secondary variant effects from Kestrellius! All of these feel like they are right out of the movies! Huge thanks to Kestrellius for all his work in both creating these effects from scratch and coding in new FSO engine features to allow things to work correctly. He is also continuing to work on updating other remaining effect visuals now. In our opinion these are the most OT movie accurate effects we've seen in any game.
- Added the new detailed ISD debris Dark Visor made to the ship’s explosion–which looks particularly great after a large battle where ISD’s were destroyed. These, combined with the new 30 generic debris pieces, provide many opportunities for mission designers. Massive thanks to Dark Visor for modeling, UVing, and texturing those–they turned out great!
- Updated many FRED aspects, including updating the FotG FRED Manual with the newest changes to FRED along with more content and appendices to help folks learn how to develop their own custom FotG missions (many thanks to RB Skald!). Other more fine-grained additions include updating `set-turret-target-priorities` sexp to actually work, which allows mission designers a much more robust way to tune which turrets target what and in what order.
- Updated the multiplayer and single Techroom missions with cleanup and fixes, all to ensure folks can easily hop into a simple mission by themselves or with a friend online very quickly (thanks again to RB Skald for his work on this polish!). Speaking of multiplayer, we also updated all multi-player missions to now properly fix the bug where players could not move past the debrief stage (thanks Taylor!).
- Updated to the most recent FSO version to leverage new features and fix bugs.
- Updated Autoblasters to make them more useful by adding a damage falloff and tuning damage values. This allows them to fulfill a unique role: at short-range they can deal high damage with low energy drain, while at long-range they can still serve as a deterrence by dealing light damage via a long stream of fire (overall blaster cannons are very efficient weapons with a low drain and high rate of fire).
- Updated Project Alderaan with many fixes, polish, and cleanup updates.
- Updated and fixed many other components with cleanup, optimizations, and fixes, which are too long to list here.
Community ConnectionsAs always, we want to highlight all the awesome work done by the FSO devs, too. They have continued adding code cleanup, bug fixes, optimizations, and multiple other updates that FotG uses. Just to name a few, Lafiel fixed multiple bugs including ones that were longstanding and now finally fixed; Goober added multiple enhancements and cleanup with FRED and AI code; Taylor identified and fixed many multiplayer related bugs, and MJN refined and fixed many HUD related bugs. As always, there’s many other devs adding great fixes, features, and other enhancements, too.
Moving ForwardYou all have our continued thanks for your sustained enthusiasm and support! The only big milestone left before we can release is having FSO release 25.0 stable (which is already well into the RC phase). We are so excited to share the game with you all once those are completed. In the meantime, here are some new screenshots. May the Force be with you!

