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Star Wars Galaxies: New Foundations Server

The Official Star Wars Galaxies Pre-CU Server

Developer Diary


03.04.2026


Work has been progressing steadily over the past few months and our team has a lot of exciting changes to share. One of the bigger milestones is the continued buildout of Kashyyyk, the Wookiee home world, which is now integrated with planet regions, mobile spawns, landing and launch locations, and space zone. The Wookiee weapon groups are in place to arm the locals properly. There is still work to be done, but Kashyyyk is shaping up to be a real destination.

On the space front, the pilot experience has received significant attention. RSF Squadron missions have been built out across all three tiers with trainer dialogue. The Rebel Havoc Squadron has seen similar progress, receiving its Tier 1, 2 and 3 missions being fully implemented. Escort ship pathing and behavior have been fixed so wingmen actually fly alongside you, and numerous stability improvements to POB ships and player positioning should make multi-crew flight a much smoother experience.

Ground combat and crafting have seen a round of balance adjustments. We are ensuring that all crafting professions remain viable long after launch. By diversifying the catalogue of competitive items, we are creating a market where every crafter—from Architects to Tailors—plays an essential role in the world. This will promote a wider variety of specialized goods, allowing players to find success in the professions they are actually passionate about. For example, armor has been rebalanced across loot schematics, components, and base values. Full suit armor bonuses are now functional, granting damage reduction when wearing a complete set — something armorsmiths and players alike will will want to take advantage of. Weapon speed now factors in armor piercing, adding another layer of depth to weapon selection. On the creature side, herds now move in dynamic formations with proper spacing, and feature resting behavior that brings a bit more life to the wilds.

Based on some feedback from #future-suggestions threads as well as our own internal discussions, our team has made quality-of-life improvements for the player economy. Vendors now benefit from new skill modifiers added to the Artisan and Merchant skill trees — the Vendor Re-List modifier reduces bulk relist fees, and the Vendor Efficiency modifier lowers maintenance costs. In reference to the Doctor profession, the buff system has been reworked to use percentage-based buffing, and buffs can now properly overwrite existing ones regardless of value, streamlining the buff experience. Entertainers also see the benefit for their buff timers being extended to better match that of the doctor buff expiration timers.

The house pack-up system is now also in testing, allowing players to pack up and relocate their structures without needing to remove all of their items! This makes it easier for players to relocate their houses as they see fit. Our plans for the New Player Tutorial continues to be refined to make sure new arrivals have a smooth entry into the galaxy, including the addition of the galaxy central hub, Nova Orion Station.


11.09.2025

Progress is well underway on our new player tutorial — and central player hub — Nova Orion Station! This area will serve as a shared quest hub where new and old players alike can explore, take on missions, stay informed, find the right guild and collaborate with others along their journey. As part of building out Nova Orion Station, we revisited our current NPC indoor pathfinding systems by applying the Detour NavMeshes used in cities and POIs to the floor meshes of buildings. This led to significant improvements in how we store and reference navigation data, resulting in better performance and more natural pathing behavior within enclosed environments.


We've also expanded the roster of playable species, increasing the range of archetype options available to players. Alongside this, player attribute limits have been more effectively distributed to preserve each species' unique characteristics across the Health, Action, and Mind pools—without restricting non-Human species to lower sub-pool maximums in attributes like Strength, Quickness, or Focus.

Finally, our team continues to grow! If you're interested in joining the project, you can learn more about open positions and how to apply here: https://www.swgnfs.com/positions


12.05.2025


The holidays are here and progress is ongoing. After the successful implementation of Recast pathing inside buildings, development turned its focus to the addition of multipassenger vehicles, which was something the team felt was desperately missing from Pre-CU 14.1. Multipassenger Vehicles allow for grouped players to travel with one another, supporting the MMO portion of SWG. Along with passenger seats being added to currently accessible vehicles in Pre-CU, additional vehicles from CU and beyond have been added. The methods to obtain these vehicles will vary, but of course will require your local crafter to create them, always supporting player crafted items.


The NFS Team is also continuing its discussions and deliberations on the next target(s) of focus, having given this a fair amount of forethought over the years, the team continues to follow a path of tweaks to embrace the vanilla Pre-CU experience, while modifying things that may have been ignored in the past.


05.31.2025

With the SWGEmu project you could always track what developers were doing by looking at the commits. Because NFS is all closed-source development you'll have to rely on updates. Much like SoE giving patch notes etc.. we WILL give notes on major changes both before and after NFS goes live, but we also want to make sure that both altered 14.1 content and new content remains a mystery to players. Here's what's going on at the moment:

  • old staff that are continuing on NFS have finalized the intake process for new staff, and about to begin the interviewing process

  • we've got a private test server up and are testing our 1.0+ ideas that we want NFS to launch with. Some of these changes will hit a public TC if we feel there's reason to do so, but most of these will be uncovered much like when the game was first introduced back in 2003.

  • most of the 1.0+ ideas we're testing now serve to fix shortcomings in the 14.1 game and we hope will make a more broadly enjoyable experience for each of the Bartle gameplay types.

SWGEmu Announces 1.0 and SWGNFS Website Goes Live