Overview

Discovery 4.87 is the third version of the mod that was developed from the start by the Discovery Development Team, a dedicated group of 3D and 2D artists, coders, designers, writers, and testers. Storyline is just a portion of the progress taking place in Discovery 4.86 and we are dedicated to improving the mod in every way possible.


This version of the mod has been designed primarily to deliver much needed progress to the storyline. Many systems have been changed, some removed and some merged. It was the development team's intent to build on the lore of as many factions in the game as it was possible.

But the storyline is not everything. The dev team has done all in its power to improve the gameplay flow in many systems, and the storyline was driven in such a way as to provide as many opportunities for roleplay as possible, while also not breaking established lore. To further deliver better gameplay, many balance changes have been made (specifically to fighters) in order to improve the flow of PvP fights, so that they can in the end become more interesting and intense than they are right now.

And of course it wouldn't be a Discovery release if we didn't have many new or improved ship models ready for you to discover and enjoy yourself in. Many talented modellers have submitted exceptional work which further enhances the quality of the mod, and will allow for a far more immersive experience.

The economy has been revamped once again, with not only many new commodities being added, but the economy specifically designed to support the needs of base builders. Realistic chains of material harvesting, refining, manufacturing and retailing now exist. There are more than enough trade (or smuggling) opportunities for any hauler out there.

To give a fuller sense of immersion into the dangerous Sirius sector, NPCs throughout the entirety of the mod have been updated to feature better weaponry, but also fewer numbers. No longer will NPCs appear to die in droves, instead small patrols of NPCs will be something to be aware of. Capital worlds will also be properly protected by specially outfitted defenders, to enforce safety in the core worlds.

More Information

If you prefer online play, you are welcome to join the official Discovery Freelancer RP 24/7 server and a number of other servers running Discovery. Server operators are welcome to run Discovery 4.86 without any restrictions. 

Please visit Discovery forums at Discoverygc.com and Discovery Wiki for more details. Also, refer to mod's Readme.txt for installation instructions, troubleshooting hints, information on mod options, credits, and thanks.

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4 comments by cannonnz on Dec 6th, 2012

As you may have noticed, the Discovery Freelancer ModDB page has renovated and updated. We released Discovery Freelancer 4.86: Exiles over a year ago but somehow failed to make an announcement here. Checkout the downloads section to download the latest version of the mod.
The Discovery Development Team hopes to showcase a number of the things that currently make our mod the shining success it is, as well as a few of the features that we're going to be bringing you in the very near future. Given recent progress, we're hoping have a functional beta of the next mod release for you all to test before long.

This is just the beginning and a sign of things to come! With any luck, we'll have the cobwebs brushed off and this place running at full speed within a few days. 

Stay tuned and you can expect to see user generated videos and pictures from our official server, Discovery Freelancer RP 24/7, as well as member interviews and in-universe fiction to help highlight what's going on in the Discovery universe. We also highly recommend people take a look at our main forums (www.discoverygc.com) to meet our very greatest asset - the people who make up the Disco community.

-- news by jammi

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Discovery Freelancer 4.87: Conquest

Discovery Freelancer 4.87: Conquest

Sep 15, 2013 Full Version 66 comments

Discovery mod is a full-scale expansion pack for Freelancer focused on continuing the story started in the vanilla campaign. The mod is used by some of...

Discovery Freelancer 4.86: Exiles

Discovery Freelancer 4.86: Exiles

Dec 6, 2012 Full Version 44 comments

The year is 818 A.S. and war is everywhere. 17 years after Trent saved humanity and one year since Episode 13 took place, a Sirius-wide war is being waged...

Discovery Freelancer 4.85: Reunion - Update 3

Discovery Freelancer 4.85: Reunion - Update 3

Dec 9, 2009 Patch 27 comments

Update 3 is a cumulative update for Discovery Freelancer 4.85. This update includes contents of Update 1 and Update 2. The update contains a number of...

Discovery Freelancer 4.85: Reunion - Update 2

Discovery Freelancer 4.85: Reunion - Update 2

Oct 31, 2009 Patch 1 comment

Update 2 is a cumulative update for Discovery Freelancer 4.85 (Update 1 was not released on ModDB, and it's included into this update). All updates that...

Discovery Freelancer v4.85: Reunion

Discovery Freelancer v4.85: Reunion

Jun 9, 2009 Full Version 145 comments

Year is 817 After Settlement (A.S.), 16 years after the single-player campaign of Freelancer, and one year after Discovery 4.84 took place. A Sirius-wide...

Discovery Freelancer v4.84

Discovery Freelancer v4.84

Dec 8, 2007 Full Version 114 comments

Version 4.84 contains more changes than any previous Discovery version. Almost half a hundred original ship models were created for the mod by our community...

Post comment Comments  (30 - 40 of 635)
RT2...
RT2... Feb 14 2014, 8:00pm says:

Neurogenesis Realistic commodities.

Would it be possible to be able to create a Caro Terminal in Each System, Labeled as the systems Commodities Terminal?

With the same character being able to login into each and set dynamic prices on commodities depending on the quantity of the commodities?

Using freeport 9 style of base with its multiple access points from many directions, as it works best with the Barges.

That would not only allow Barges to interact with the inner worlds easier, but also allow a better profit margin for smaller inner worlds craft/players.

Oh and a Jump Drive barge works well. :P

+1 vote     reply to comment
RT2...
RT2... Feb 13 2014, 10:34pm says:

Neurogenesis LARGER commodities.

Is there a chance that the Icons for the Fighters/bombers could be used as commodities?
That way the Fighters and anything that fits in a docking bay could be traded.
Something to increase base commodities and increase profit margins?

If not the direct name of the small craft.
-Rhino
The direct name of the small craft with components after it.
-Rhino components.

There may be plenty of uses of this type of commodity in future, which I cannot describe at this point in time. :)

Since most small craft seem to be under 300 storage because of the carrier bays.
So a cargo usage would need to be changed from 1 to anything larger, but still under 300.

In future a base defense ai could use the commodities to determine what type of craft defend the base.
Like wise a carrier could have the commodities turn into a AI launched wing/defense.
Also a base could produce the craft for sale base around the commodities of ships stored there.

Enuff babbling for now. :P

+1 vote     reply to comment
RT2...
RT2... Feb 10 2014, 11:35pm says:

Thoughts on a theory of enhancing gameplay for everyone first of all:

Strange thing with the freelancer game and its mods is they use a FLAC Freelancer anti-cheat system that was not designed too well.

Sure if you are a retard you would kick them or ban them.
Where is the fun in that?

Would it not be smarter to create new factions based on the cheat style and have them automatically aligned to that faction, who would have its only bases far away on the outside of the known universe?
Immediately making all known factions besides the one they do the cheat on as hostile to the extreme?
So not only do they have to run a gauntlet of everyone wanting to kill them, but they also have to travel far, far away to be able to get repairs and such.

Make them have to earn penance for their cheatings.

In example, someone makes a mining bot, (Sandiego border station tells me that there is AI in the game).
Align them to a faction called AI who has hostile reputation with all but the cheating factions. With a single station far off to the edges of the known universe, which pays a pittance for the resources.
So the /givecash seems moot.

Later on when the server is getting low on players or there are special killing events, Bounties could be placed on the "AI" bot players through the cafe that are doing their things and uniques could drop.
It could even be a server side statement that tells all users in the map that the character has a bounty on them.

+1 vote     reply to comment
RT2...
RT2... Feb 10 2014, 11:37pm replied:

Another example would be the Speed players, who use speed hacks to get better maneuverability from the ships.
Create a "Speed" faction whos only base is far, far away.
Making all factions besides the cheating ones hostile with them.
Another gauntlet run of everything wanting to kill you with the potential for bounties being automatically assigned.

Yet another example of commodity cheats could be.
If commodity cheats are used, the character could be tagged, "Cloner" and like the previous have their rep set and a base far far away with a gauntlet to run and bounties to deal with. With the only base that would but their resources paying a pittance for them.

+1 vote     reply to comment
RT2...
RT2... Feb 10 2014, 11:39pm replied:

AI / Speed / Cloner Characters at some later point would all be useful as they would all serve a storyline in the RP that is Freelancer discovery and accentuate the game play for the non-cheating characters.

In every virtual environment there would always be collaborators.
Always the way.
There would be simple means of tracking ship transfers and having a "Collaborator" faction that would automatically be tagged. with "Thief!".

All suitable ways to accommodate for the need for cheats that certain players feel they must do.

There are better ways.

These are just my initial thoughts as I am not aware of the levels of cheating used in a server online. :)
Every cheat would have a suitable response. Just examples listed above.

Would this be possible to achieve?
instead of just kick or ban?

Neurogenesis: Psychosocial Conditioning.

+1 vote     reply to comment
RT2...
RT2... Feb 15 2014, 9:23pm replied:

So a Player creates many accounts to /Sendcash to their main char?

Would it be possible to impose a levy on them for storing the ships they created to /sendcash with.

So that when they create a base they need to have enough cash to be able to transfer the spam character too it.
Making them buy or levy them for Commodities of the ships they spam created to get cash in the early stages?

So a person who spam char creation at the start would have the characters set aside till they got rich enough for the base and would have the humiliation of characters going around with spam names until they paid for the /Renameme

Everything would be dearer then they would expect as they thought they were just making easy money at the start of the game.

Also meaning base storage capacity would be decreased as they have to store the Commodities of the ships. :P

Thoughts?

+1 vote     reply to comment
RT2...
RT2... Feb 8 2014, 6:52pm says:

Neurogenesis?

Neurogenesis Matter?
Including the entire periodic Table with the symbols of representation of the elements and the weight in the icon used to represent it.

Neurogenesis Dark Matter?
Duplicating the periodic table and using a Dark in front of the names of the elements.
D.?? for the Icons with a Negative nuclear weight?

Neurogenesis Multilingual?
Changing the audio responses to being based on the native languages of the region.
Options about either doing it per faction or per Map/system.
I am pretty sure that the other country versions has access to other audio languages other then English.

Neurogenesis Decay?
With the decaying commodities is there a way to have it place another "left over" commodity in your inventory when Decay is being used?
In an expansive theory we could combine multiple commodities with decay in our inventories and produce other commodities.
Escrow, using our inventories as labs. :)

Neurogenesis, I'll Get back to you as I have to check something out. :P

+1 vote     reply to comment
panzer225
panzer225 Feb 1 2014, 2:19pm says:

panzer225 here-My BIGGEST COMPLAINT on all these mods for FREELANCER is they give you all these new places to go to,but,NOBODY EXPANDS THE INFORMATION LOGS so you can find out some info on jump holes and stations in the new sectors.ALL YOU GET ARE THE ORIGINAL INFO LOGS FROM THE ORIGINAL GAME !!!

+1 vote     reply to comment
panzer225
panzer225 Jan 30 2014, 7:47pm says:

panzer225 here-About 95 percent of this new expansion of Discovery has a lot going for it.But there are still problems with un-docking of large transports ( asteroid miner) from Freistadt Base.At least there was a ship I had to buy to get out of the problem.I lost about 4 million on that one.I'm having problems finding the Discovery Scanner,its not in Newcastle.Also having problems finding the jump hole in Dublin to get to Omega-49.I wish they made the jump holes more visible.The story line has really changed travel routes with all the blown jump gates.All the power plants just don't get you any advantages,the weapons have been changed to dreary weapons,and the new torpedoes are lackluster at best. This Mod has a lot of work to be done to it. This is Discovery 4.87.05 and it still needs a lot of work,after three major "upgrades",they still can't it to work right.

+1 vote     reply to comment
abmmhasan
abmmhasan Jan 30 2014, 1:10am says:

A Google+ community for Freelancer fans is available.
Plus.google.com

+1 vote     reply to comment
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Freelancer
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Discovery Dev Team
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Released Dec 31, 2011
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Highest Rated (11 agree) 10/10

Great Mod!!!

Nov 23 2010, 7:13pm by wazzaa12

Lowest Rated (4 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, 8:15pm by Robco2.0

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