Deep SpaceUpdate
The Star Destroyer can now fly out into Deep Space, with Hoth and Mustafar to land on. There is a new hyperdrive system, a new radio, squads, air traffic control and HUD. Plus a big rework of the Imperial units, generator repairs for engineers, new tools for staff and Gamemasters, and more.
Deep Space
The Star Destroyer isn't stuck in one spot anymore. Fly an LVS ship out of the open space around it and you carry on into Deep Space, a near endless void more than 10x the maximum size of a Garry's Mod map.
There are two planets out there, Hoth and Mustafar. Fly into one and you come down onto its surface. Climb back into its sky and you're in orbit beside it again. Watch out for the lava on Mustafar.
The Star Destroyer can make the trip too. The bridge console's hyperspace jump now moves the whole ship through Deep Space, with three new destinations: open space, Hoth and Mustafar.
Hyperdrive
Ships can now jump to hyperspace and warp between locations in seconds. On Imperial that means the TIE Advanced x1, TIE Defender, Royal Guard TIE Interceptor, TIE Reaper, Lambda shuttle and CR90.
You need a clear view of the sky to jump. Point the ship at something and you'll crash straight into it. Close your doors and hatches first, because the drive won't engage while they're open.
Heavy Optimizations
We've made a long list of optimizations and fixed a bunch of memory leaks in code that had been sitting there for years. Events shouldn't be unplayable anymore. Most of the performance cost now comes from the engine and the game itself.
We're still working on it. The goal is high performance at 128 pop, even during an intensive event with 300 NPCs and 50+ AI vehicles.

Job Changes
Every unit got reworked in line with the new Navy structure.
One set of roles
The Stormtroopers, Shock Troopers, Purge Troopers, Nova Troopers and the 501st now share the same roles: Trooper, Recon, Support, Combat Engineer, Field Medic and Weapon Specialist. They replace the old Assault, Heavy, Sharpshooter, Demolition, Medic, Elite Medic, Armament Specialist and Technician jobs.
Each squad keeps a role of its own: the 224th's Flametrooper, RIOT's Tracker, Execution Squad's Hunter, Blackhole's Saboteur and Torrent Company's Sapper.
Merged and renamed
- Death Troopers and Inferno Squad are now one unit, Naval Black Ops
- The Nova Troopers' Shadow Troopers are now Blackhole squad
- The Droid moved to RP Positions
ISB
New: Cadet, Tactical Agent, Infiltration Agent, Support Agent, Sabotage Specialist, Prototype, Research Specialist, Cloning Specialist, AWR Senior Scientist, AWR Junior Scientist and Royce Hemlock. Field Agent, Operative and the old AWR Scientist and Prototype are gone.
Navy
New: Trooper Lieutenant, Corpsman, Weapon Specialist, Forward Air Controller and Pararescue Jumper. Petty Officer, Technician, Sentry, Combat Medic and Vanguard Medic are gone.
RP Positions
Medical, Pilot, Ordnance and Engineer Overseers.
New characters
- Darksiders: Chief Inquisitor and Sentinel
- Gar Saxon and an Imperial Super Commando
- Kanan Jarrus and Ezra Bridger
- Rahm Kota
Loadouts
Every repair tool is now a fusion cutter. About 130 jobs had their weapons changed and about 115 had their ships changed, and a lot of them got new health and armor values.
Air Traffic Control
There's a new semi ATC system for pilots and whoever is running the flight deck.
The ATC consoles project a holo map that shows where every vehicle is and how high it's flying. Friendlies show up blue, hostiles red.
Vehicles now have radios built in. You get a COMMS box on the vehicle HUD, and the Radio Talk key works from the pilot seat. There is also a new chat option, /atc, that sends your message on the ATC channel.
Set your callsign from your handheld radio (press reload while it's out) or with !callsign. Pilots can turn their transponder off with !xpdr or a key in the F4 keybinds, which takes them off friendly ATC maps.

Rappelling
Troops can now rappel out of the Imperial LAAT/le and LAAT/sf. The pilot slows to a hover and drops the ropes, and everyone in the back presses the rappel key to join the queue. Each rope sends the next trooper down once the one before is clear of the door. Hold sprint to slide down faster, or jump to let go.
It works the other way too. Stand under a hovering gunship, clip onto a rope and you'll be winched up into a free seat. If the pilot speeds off, the ropes are pulled back in.
Gamemasters can also trigger it from the event sequencer with the Force Rappel node, so a scripted gunship can drop its troops without a pilot.
Squad System
You can now form a squad with the people you play with. A squad holds up to 24 players: one lead, some officers and the rest members.
- Open the squad menu with !squad, or bind the Squad Menu key in the F4 keybinds
- Your squadmates show down the side of your HUD with their health, armor and distance, in every HUD style
- They also show on your compass, so you can always find them
- !sc is squad chat, and only your squad sees it
- Bind the Squad Ping key to mark a spot only your squad can see
Officers can invite and kick members. The lead can also promote, demote, rename the squad, hand lead to someone else or disband it. If the lead leaves, an officer takes over.
HUD System
There is a new HUD with three styles to pick from: Classic, Holo Bar and Holo Panels. Switch between them in the HUD panel of the C menu.
Every part of it can be moved. Hit EDIT LAYOUT in that same panel and each element (vitals, compass, tickets, agenda, squad, radio, your lightsaber and force powers, and the rest) turns into a box you can drag anywhere on screen. Right-click a box to hide it or put it back where it started. Boxes snap to the edges and the center of the screen.
Each style keeps its own layout, and it stays put if you change resolution. RESET ALL puts everything back, and DONE or Esc saves.

The weapon menu got the same treatment. Hold C with a blaster out to open the armory terminal, where you pick your bolt color and weapon skin and see the gun's live stats.

Vehicles have a new holo HUD too, with hull and shields, comms, speed, armament and weapon select. You can drag, resize and hide its boxes from the context menu, and they sway with the ship as you fly.

Minigames
Generator repairs
The generator room can now be damaged, and engineers have to repair it by hand. Each repair station is its own minigame.
Start at the Diagnostic Console. Log in with the ID on your engineer card (a login lasts 30 minutes) and run diagnostics. It reports the generator's integrity and which systems need fixing. Light damage breaks the hypermatter fuel, temperature and secondary systems. Medium damage adds the hull plates, the wiring and the reactor. Heavy damage adds the EM shielding and takes the generator offline.
- On the hull plating, hold the left mouse button to light the fusion cutter and trace each breach from its marker to the end, keeping the torch on the seam
- Behind the plating, splice each broken wire to the terminal with the same color and code letter. Wrong terminals short out
- At the EM Shielding Console, tune the frequency, amplitude and phase on each of the three pontoons until the field line goes flat, then lock it
The generator's power switch won't respond until every repair is done. Heavy damage puts the ship on CODE RED, and it drops back to green once everything is fixed.
The power cells can also be shot. Destroy all of them and the generator shuts down with every system broken. The cells come back once the generator is fully repaired.
Defibrillator
Reviving someone is now a skill check. Charge the defibrillator with right click, then left click on the patient to start a cardiac restart. A marker sweeps across the bar, and you press E while it's inside the green zone.
Land three shocks in a row to bring them back. Each shock sweeps faster and the green zone gets narrower. Miss one or take too long and you have to recharge and start again. Stay close to the patient while you work.

Staff Changes
Logging
A new logging system with comprehensive detail and combat replays, so admins have a lot more to work with when handling tickets.
Tickets and whitelist requests
A new ticket and whitelist request system. You can make a whitelist request directly in game and choose exactly what you need and for which player.
Admin system
Staff are on a brand new admin system.
Gamemaster Tools
Gamemasters have a whole set of new tools for events.
Event Sequencer
Now on the main server as well as events. A full node graph event sequencer with total control over Garry's Mod and your event. Triggers, cutscenes, cinematic shots, timed events, markers, NPC spawners, a long list of GMod hooks, custom scripted LVS flight paths and much more. It's an extremely advanced tool, built so Gamemasters can run the best events possible.
Commander Tool
Control NPCs on the fly. March them in formation or send them rushing at a target. It's a lot more exciting when the enemy actually pushes you back.
LVS AI Spawner and AI Upgrade
Spawn LVS vehicles as quickly and easily as NPCs with the spawn tool. LVS AI now comes in multiple difficulties.

Cases, Emotes and Pets
Everything below can be turned off (except emotes). If you don't want to see pets or cases, switch them off in the F4 settings menu.
Pets
You can now duel pets. Pets have a rarity system you can prestige through, and they can wear cosmetic hats.
Unboxing
A new unboxing system, essentially CS:GO cases. Unbox pet hats, exclusive pets, emotes and more.
Emotes
A new emote system with hundreds of emotes: dances, functional emotes and taunts. Emotes come exclusively from unboxing.
Everything Else
- New Defcon system
- The sound, emote and vox menu has been redesigned. Its binds can be changed in the F4 menu and start unbound
- New parachute
- New stun weapon variants
- The information panels use the Imperial style
- New holo broadcast system
- Added media TVs
- Orbital bombardment works better
- Holo Chess, coinflip, blackjack and Deathroll in !games. You only play against other players
- The Mesh Tool makes plastic props exactly the size you need
- The chatbox has normal text selection
- Scopes now increase your render distance, and lightsaber blades render a lot further away
- Lightsabers can block stun rounds, and event jobs resist stuns
- Bodygroup presets now apply when you change job
- Being cuffed no longer locks your camera
- F4 settings to turn off level up effects, cases, pet effects and gambling messages
- New loading screens, made by Gary


















