Developer Diaries

The team will preview upcoming developments here.
I am happy to announce our updated website has gone live. The format has not changed significantly, but we wanted to add more information to give new players a better feel for what the game has to offer. The same type of stuff that the old website used to summarize. A big thank you to Viserys for spearheading the project and eXo for assisting.
Hey everyone. I know that a lot of were expecting changes for the current state of saber v gunner and/or saber v saber in this patch but I assure you, things are still in motion to get those settled and pushed out! As a preface, MB2 has had a theme of changing things for the sake of changing or trying to address problems in really weird/roundabout ways and not actually solving the issues. This leads/has led to problems not actually being solved and/or creating new ones (although there's been a lot of cool stuff along the way). Moving forward, there's going to be more focus on adjusting things to being able to have more static baselines (e.g. there shouldn't be any major overhauls to saber v gunner interactions once all of this stuff is...
Lunarbase is a level we all know and love. It was one of the teams first levels released back in Build 16 created by Chairwalker. Chairwalker also created our SBD model, Korriban, Yavin Assault, as well as weapons such as the A280, Projectile Rifle, and PLX-1. For the most part, Lunarbase hasn't been updated anywhere near as much as some of our other popular levels like DOTF have been over the years. Only fairly recently was an additional route from tunnel to the main doorway of side was added. Years ago Shadriss started work on a visual only update to Lunarbase. Sadly real life had its priorities and he needed to leave the team before he could finish it and some other projects he was working on. I have been sitting on an outdated...
Over the course of Movie Battles 2 Duel of the Fates has seen many iterations over the years. The first of which starting in Build 17 and ever since then the community has continued to enjoy it throughout the years. Within that time we have made numerous changes some for the better and some for the worse resulting in the level we currently have in public today. I will be making a brief summary of those changes over the years then detailing some of the changes made over the years to its hopeful successor known to everyone as Duel of the Fates Version 2 or DotFv2 for short. For those that just care about seeing the new DotF scroll down until you see the large layout image. History of Duel of the Fates Duel of the Fates was initially...
Good evening! So, as a break from working on launcher i decided to make a drink and watch some movie finish Steam Integration :) If you have forum's account already you can still link it with Steam Account, just relog and use steam integration. Enjoy :)
Hey guys! Another map update for you today! Here we have a new level from Plasma. He started working on this after working on Starkiller Base. Scarif is centered around the beginning portion of the campaign to get the Death Star plans from Citadel Tower where you are part of the Rebel infiltration team setting up explosives as a diversion while the plans are retrieved. You must place explosives on one of two locations marked by the Phoenix Squadron logo and prevent the Imperial security forces from defusing before the time runs out. Lets have a look shall we? Rebel Spawn - Cargo Shuttle Imperial Spawn - Krennic's Shuttle Jungle Interior Corridor Bridge Objective Areas - Bomb Sites A and B Overview
There has been an awakening.....have you felt it? Hello MBII Community! Like Hexodious mentioned in this post, we at the MBII team are hoping to change the MBII direction to be more focused to new features rather than re-inventing the wheel by continuously editing existing features. After all, as a wise saying goes, "if it's not broken, don't fix it!". With Rogue One approaching, this is an excellent opportunity to pull up our sleeves and start implementing a number of features that have been in our drawing board for far too long. To do this we aim, as Hex said, to first freeze the Jedi/Sith lightsaber mechanics for the foreseeable future, something that we are currently working on. After the Jedi/Sith mechanics are frozen, our...
Hello, We have updated master server, so please make sure you have sv_master1 set to master.moviebattles.org. Server should reappear on list within few minutes after restart.
Hello, We've prepared a temporary fix for those who can't wait for the release of the new launcher. This fix is for the master server list in-game. Download here - (removed, use launcher instead) Put zzzzz_MBII.pk3 into your GameData/MBII folder In the meantime, server owners can set new master servers: master.moviebattles.org master2.moviebattles.org (This will be the heartbeat servers in the server configuration) To prevent situations like this in the future we have added additional backup solutions for the master server list, so 3 backup servers in totally different locations should do the job. Note: This is just a temporary solution, it may not work. Do not treat it as official full release.
Hey everyone here to share a quick update with you all a few new additions to the rosters, that will be coming in the next update! Along with a small preview of what's to come :) General Hux First up is the First Order's Elite favourite whipping boy, General Armitage Hux. Naturally he will be joining the Commander role, and will come with the option of being coat or coatless. First Order Office To go alongside Hux there will also be a Generic First Order Office being added to the Commander roles. Initially I was going to have both a male and female version of the character, however due to time constraints, and the mere fact I didn't want to homogenise so many different First Order officers (since Hux was being added) I ended up...
A few people have shown some interest in some upcoming enhancements to the launcher. The launcher serves as both as a tool for updates and information and as the first impression new players get to MB2 it is therefore important that the launcher gives a clean and seamless experience. In its current state, the launcher is not fulfilling our needs or the needs of you guys as our player base. So today I am going to show you some of the improvements and bug fixes which will be coming soon, as well as some longer ambitions and new features that we hope will appear in the not too distant future. This is mostly centred around the installation and patching part of the launcher rather than new features. The aim was to first fix the major...
Forgotten JKHub bar is back again, you can find it on top of the forums. I hope it will be useful for you guys. Also we would like to invite you to Discord Chat - Discord
Hello, As you know, we have had been dealing with some internal development issues over the past few weeks. Almost all of the issues have been resolved, but there are still some remaining. Our goal is to release a fix for the launcher and master server as soon as possible, and after that is done, we will be continuing development, fixing bugs, implementing new features, etc. With these problems working on getting resolved, organization has changed to prevent anything like this from occurring again.In addition to the changes in organization we will be changing the way beta tests are handled. Our goal is to provide fixes and small updates as soon as you report an issue, and big changes as they accumulate. We are going to be...
For over a decade, the destroyer droid class has been the source of great gameplay in Star Wars Movie Battles II, but what makes the Deka class so special is that unlike any other class, it is actually a vehicle. Yes, every time you select a Deka, you are actually spawning a vehicle in the game. This enables us to have a non-human model that has abilities and movements that would otherwise not be easily achievable. But if the Deka class is a vehicle and all Jedi Academy vehicles need a driver, then who is that driver? This question has troubled the entire community for a long time. Back in the early builds when a Deka was killed it was possible for other players to enter the body (since it's just a vehicle) and use/drive it - Leading...
Thanks for your patience everyone. I know most have been/are eager to see where Saber vs Saber is heading in the future of MB2. I also know that not everyone has agreed nor will agree with all of the changes but consideration for all perspectives, opinions, and aspects of gameplay has been taken, I assure you. This thread isn't going to concern/go into plans for changes to Force powers. After the polished saber changes are released, that's when all of that stuff is going to start getting worked on/tuned up (and I'm very much looking forward to it). Starting out, I'd like to convey my personal thought process behind changing mechanics/features of the saber system. When I think back through the various systems I've played through, the...
Gameplay Direction Post 1.4.3 Hi Guys, I am Hexodious - In the last few weeks I've taken over as Gameplay Lead for Moviebattles II and its occured to me that we've never actually told you where we are headed or why we make specific changes in regards to gameplay. I'd like to use this as an opportunity to change that for us as a team to be more transparent moving forwards as we look to improve the game throughout future patches. This will also allow you to know what we are looking to change, and what kind of feedback we are looking for. In 1.4.4 we are looking to freeze a solid core for Jedi/Sith in place so we won't have to touch these mechanics for at least a few major patches - This includes: Saber vs Saber, Saber vs Gun and Force...
Hey everyone! Sno here with a new level to share with you all that will be coming to MB2 in the next few weeks! First off, a little history. Dxun began development by a team member named Droidee roughly 7 years ago. Droidee managed to complete most of the map from the beginning. The framework and terrain were all setup and Mace had started working on the vis a bit. Though when I joined the team I ended up picking up this project mid-way, which was about 5-6 years ago. Something had come up and Droidee was unable to continue development. Credit goes to him for a large portion of this project. Anyhow, I started working on Dxun and over the course of a year I managed to add in the objective, add in the East Side Route and the underground...
Before we begin, we would like to note that a lot of what you are about to see is a work in progress and the final product(s) may change from what you see here. Tutorial Over the past few months we have slowly progressed towards the first release of the tutorials. The first thing you will notice when starting up the game after the initial release is a new popup that asks you whether or not you would like to play the tutorial. If you click yes it will take you into the first tutorial. If no it will take you to the main menu, and remember your choice for the next time you launch. If you decide not to do the tutorial right away you can then hit the graduation cap icon to access the list of tutorials, their requirements, and completion...
One of the goals for the team for the last two years has been to add some statistics collection into the mix to help us see things from a broader perspective than just the experiences of developers and players that shared their experiences with us. This has mostly been a side project for those working on it, as obviously working on the main parts of the game still take priority when we have a team a small as ours. However, over the last month or so I have made some large progress on the visual front-end using information from the master server with some additional help from Spaghetti. As of the moment of posting about a week of data has officially been gathered outside of the testing environment. Instead of going over the whole process...
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