Discovery Freelancer expands on the original Freelancer storyline by rebalancing the game to, as close as possible, suit a Massive Multiplayer Online Role Playing experience, adding many new technical features and game content, as well as developments in existing story arcs and lore.
Players are invited to immerse themselves in the roleplay environment and frame their created characters from scheming mercenaries in light fighters, to admirals of huge capital ships, build their own in-game bases and factories for equipment such as cloaks and jump drives, dock and launch from other players’ carriers, and introduce themselves to both new and old factions in populated or unpopulated corners of space.
The Mod has been continuously enlarged and refined by dedicated lore developers, 3D model designers, system creators, and plugin coders since 2005 (latest update March 2017). The unique mixture of space exploration, role playing, entrepreneurship, player community, and captivating combat action has gotten thousands of Discovery Freelancer players embarked in years of space adventures.
4.88 continues on with the Gallic expansion into Sirius; the invasion of Magellan has begun at an attempt to cut off the supply lines to Bretonia from Liberty. Gallia hopes this gamble will pay off even though it stretches their forces and opens up another front. Along with this, the mod looks towards the Omicrons and the war of influence over the Wild West of Sirius. With the presence of Nomads this formula could get messy. Kusari has begun its descent into civil-war with all three sides stocking up on weapons and men. When will the balloon pop?
However there are more changes to this version of the mod than just juicy battle zones. System layout has been worked on as well. Some systems around Sirius have been removed to try and increase encounters between players. Gallia has been shrunk along and guard systems such as Salisbury have been removed. The stations in these systems, if important, have been moved to other locations. The Devs have also altered routes between systems, mainly in the Omicrons which now has a more direct path through from Gamma to Alpha.
Discovery boasts an interactive community that works together and is supported by itself. Features are designed for the player to make playing Freelancer a smoother experience. Custom plugins and content are added each update.
Join us online on the official Discovery Freelancer RP 24/7 server or a number of player hosted servers, or take to the forums and read up on announcements or stick around and chat!
NOTICE: For Windows 10 users suffering from the no-launch issue, please follow the instructions in THIS thread.
Hey there, everyone.
Discovery Freelancer version 4.89.1 has finally hit the main server in its first reiteration and will be fully implemented in the upcoming months as we, as usual, introduce all of its content via manageable chunks and patches in order to make tracking down issues easier.
The full list of changes introduced in the first patch are as follows:
This is the first of the two major storyline and systems releases for the 4.89 cycle. It picks up where 4.88 left off with continuing lore progression, although while that cycle aimed to cut system bloat, 4.89 Initial and Final are targeted at improving the layouts of existing systems. The story advancement is not primarily region-focused this time, instead split somewhat evenly in half across the board. That said, as it has been longer since the Kusari, Gallia, and Rheinland updates of 4.88, those do both have a bit more of their "earlier" content in for Initial.
For a while now, we have been working on renovations of the old Development Contribution forum, which (hopefully) will be ready soon. The idea is to make it easier for the community to know where and how the Development Team can be helped. DGC is built on the public collaborations of many people, and this will facilitate that.
Under ideal circumstances, 4.89 Final will be ready for release in the early or mid summer months, but experience has illustrated that such is hard to predict. A number of gameplay changes, separate from the system plans, are already well underway and may potentially be seen in another release in the meantime.
Freeport Four has been disabled by the Royal Navy's advancing Carcassonne battlegroup, thereby effectively pushing the Liberty Navy out from Magellan. The Gallic forces must take some time to regroup however, before pressing onward into Cortez. There, the Liberty Navy has redeployed the aging Yukon and its fleet to prepare for coordinating the defense of Curacao. Up in Gallia, engineers from EFL's Solar subsidiary disconnected the jump gates to Champagne in both Burgundy and Lorraine, then linked them to each other. The once cut off portion of Gallia has been reconnected.
Yet not all is going perfectly for the GRN, who chose to withdraw from Tau-44, a year following the defection of the Oblique and much of the garrisoned fleet. The Council and Crayter forces were determined to retake the system, which otherwise had no strategic value, and thus they pulled out their forces to better protect the supply lines going down into occupied Bretonia. Unbeknownst to many, a new jump connection to Tau-44 had been found in Provence, making it a key stepping stone for the Council to make a move on the Crown back home.
Elsewhere in the Taus, the Gaian movement continues to gain ground. In a bold move, they boarded the often-forgotten Outcast installation of Kirkwall, and claimed it as their own. From here, they will be able to strike deeper into Gallic-controlled space against any and all who are assisting in the continued terraforming process of Harris.
Nearby Kusari continues to fracture, with the Imperial movement putting Planet Kyushu firmly under their control. The fleets of the Nagasaki and Nagumo faced off once more, clashed, and once again the latter was forced to pull back, this time off to the side of the system. Here they must reinforce their position, which may come more frequently from the capitol. Withal, both Tokugawa flagships suffered damage in the fighting, delaying further pursuit at this time. Meanwhile, the Matsumoto battlegroup has advanced into Nagano, allowing the Kusari Naval Forces to effectively hold back the Blood Dragon incursion.
Nearly a dozen systems were redesigned for 4.89 Initial. Some changes were small, while others are completely different. Bremen, Burgundy, Nagano, Newcastle, and New Hampshire were altered to be easier for people to traverse. Koeln and again Newcastle had clutter which we sought to reduce, and in doing so we created a sub-system for Newcastle, in the form of a planetary atmosphere.
Omega-9 is now less symmetrical, and its jump holes redistributed. Omicron Epsilon (100) is deguarded, with a much more minor Order presence, pardon the pun. Speaking of, Omicron Minor was cleaned up to be a little more capship friendly, the old look of Omicron Delta has been restored, and Rho received a visual update. The Newgate minefields (plus their contents) in Manchester have been combined, and Coronado's layout and revised connections have been adjusted somewhat.
Omicron Sigma (in Zeta's new spot) has finally been completed, and Omicron Chi (92) now exists as a shortcut between key Omicron systems, but let the explorer beware. Space is dangerous.
- Starblazer converted to VHF
- Hammerhead can mount seven Class 9 guns
- Skipjack can mount seven Class 9 guns
- Titan handling adjustments
- Nyx handling adjustments
- Anaconda auxiliary weapon arcs fixed
- Sichel cruise disruptor arcs fixed
- Swapped Titan cruise disruptor and auxiliary weapon slots
- NPC Battlecruisers nerfed from dual-pulse to single-pulse armament
- NPC Cruisers nerfed from dual-pulse to single-pulse armament
- NPC mission Battleships nerfed, armor upgrades removed
- Liberty Dreadnought hitbox reverted to fix docking issues. Missile vulnerability should not be reverted
- New Gas Miners Guild "Benzaiten" Very Heavy Fighter
- New Liberty Navy "Upholder" Bomber
- New Outcast "Storta" Destroyer
- Returned Nomad "Sascya" for Vagrant Assassin Special Roleplay Request
- Blood Dragon engine and thruster effects added
- Core engine and thruster effects added
- Red Hessian engine and thruster effects added
- New light effects added
- Nova torpedo effects added
- Nomad annhilator effects added
- Maxim firing animation disabled to reduce lag
- Prosecutor lights fixed
- Bomber explosive bomb added
- Bomber EMP bomb added
- Bomber chaingun added
- Bomber scattergun added
These bomber changes are introduced with "assumed" stats and will be tweaked over the course of the upcoming weeks via micropatches. These are NOT the final numbers.
- Blood Dragon engines and thrusters added
- Core engines and thrusters added
- Red Hessian engines and thrusters added
- Prototype Engine I and II for light fighters, freighters and bombers added
- Firestalker missile restored
- Nomad Missile Type III restored
- Codename looting restored
- Pre-packaged turrets and cargo pods removed from transports
- Various Event-Related items added
~Discovery Freelancer Team
In this update we bring you information about the newly finalized Event Plugin as well as the new rewards it allows to obtain.
It is 2017 and we are revising our ModDB page as well as the current community contributor team.
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Automatic installer for 4.89.1 Please make sure you have the latest NET version and, if using Windows 10 - have .NET Framework 3.5 and Directplay activated...
It has been reported by many of our players that they are encountering issues with Windows 10 Home Edition. Please follow this guide to fix the issue...
4.88.1 Launcher Install Version .NET FRAMEWORK 4.0 OR HIGHER IS REQUIRED Description: For more information on installation, please visit our Downloads...
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Highest Rated (13 agree) 10/10
Nov 23 2010 by wazzaa12
Lowest Rated (6 agree) 1/10
Do to complicates with the next version, I highly advise anyone to read my review and get this message. Discovery 4.86 is a pathetic attempt to increase the role play values while providing little content as possible. Considering how many years it took to develop it, the whole thing is a fluke. Jump Drives, Player Controlled Bases, Cloaking, even Hud color changes? None of those features really exist. Jump Drives, and Cloaking are ADMIN ONLY. It's all bound to the FLHook Plugin system developed…
Jul 12 2011 by Robco2.0