Overview

Discovery 4.86 is the second 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.

Discovery 4.86 system map

4.86 goes further than Episode 13, bringing another 30 brand new ships, with many previous ships being re-designed. All 290 ships in the game have had their hitboxes re-done, to make some more accurate and to make the entire mod run with less lag on servers. Large amounts of weaponry and equipment have been added, with factional SNACs being only the tip of the iceberg. Every system added by Discovery has gone through a quality assessment, with many systems being altered and improved, such as Newcastle being rescaled.

The balance of weaponry, ships and equipment has been altered and improved. Ships are moving more into specialised roles as variable cruise speeds come into play. A new balancing system, completely unique to Discovery, has been put in place to improve gameplay whilst complimenting the roleplay aspect of the mod.

The economy has been revamped from the top to bottom. Realistic chains of material harvesting, refining, manufacturing and retailing now exist. New commodities have appeared on the market and there are barely any 'useless' commodities in terms of trading.To give a fuller sense of immersion into the dangerous Sirius sector, NPCs throughout the entirety of the mod have been redone. Players are not alone in their use of Big Dragons, nor will Zoner Dromedary patrols go without Osprey escorts anymore. Accompanying these additions are thousands of new rumours, infocards and bits of information for players to find and trouble their brains over.

One final element that is both a first for Discovery and unique in it's scale, is the implementation of several FLHook plugins. Ranging from powerful Jump Drives to fully operational Battle Stations, 4.86 will be the first Freelancer mod to offer an entirely new and dynamic way of gameplay to thousands of players. Although other mods have made use of these plugins before, they have never been attempted on the scale and in the universe that Discovery can offer.

To satisfy those who like statistics, here are some for 4.86:

  • 290 player flyable ships in the game, of which 255 are introduced by Discovery
  • 30 new player flyable ships introduced by 4.86
  • 152 systems in the game total, of which 97 are introduced by Discovery
  • 18 new systems in 4.86- 617 bases in the game total, of which about 444 are introduced by Discovery
  • 139 factions in the game total, 92 new factions added by Discovery
  • Over 50 new weapons introduced in 4.86, upping the number of new Discovery weapons above 250- 275 commodities, including mission specific commodities 
  • Over 15,000 new infocard texts introduced by Discovery

The integrated Discovery automatic updater will allow for easy, secure and rapid updating with no manual file transferring. Each time the game is launched, it checks with the server if new updates are available. Updates are cumulative (you don't have to download all of them, just the latest one).

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, Discovery website at Discoveryfl.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 4.86: Exiles

Discovery Freelancer 4.86: Exiles

Dec 6, 2012 Full Version 31 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 26 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 0 comments

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 143 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 112 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...

Discovery Freelancer v4.83

Discovery Freelancer v4.83

May 9, 2007 Full Version 8 comments

Freelancer Mod Manager (FLMM) v1.3 or v1.4 is required to activate this modification. After you download, rename this file from "Discovery483.zip.flmod.zip&quot...

Post comment Comments  (50 - 60 of 573)
Guest
Guest Dec 8 2012, 8:01am replied:

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Ballroom
Ballroom Dec 14 2012, 12:11am replied:

I have tried to,countless times and as i've attempted to join. When i hit the submit after that i get a white page with an error of a sort so i am only able to ask questions here until i'm even "able" to join the forums

+1 vote     reply to comment
Ballroom
Ballroom Dec 8 2012, 12:58am replied:

Well you're most certainly aware of the capital ship weapon bug now so what's the point ? Especially when i've made it known months ago and nobody replied to it.

+1 vote     reply to comment
jammi
jammi Dec 8 2012, 8:13am replied:

Capital ship heavy weapons don't result in a nerf any more - as I said, that was almost immediately fixed. If you're having trouble with that on a private server, it'll be down to how they've implemented the technerf FLHook plugin.

+1 vote     reply to comment
Ballroom
Ballroom Dec 9 2012, 12:46am replied:

Well i just played it and i "still" am knocked down to 10% when i undock so no it's not been fixed. Really i love this mod but my brother with his Outcast dreadnought and me with my Outcast Destroyer are knocked down to 10% when we undock. Now mind you i voted for you however if there was an auto update then we do not have it doing so for us. Please any help would be met with kudos. Also my son is unable to go into a bar or it crashes. So does my friend Stimpy

+1 vote     reply to comment
aeternus
aeternus Dec 9 2012, 8:07am replied:

That really sounds like old bugs. If you have not already, update the mod to the latest versions - these kind of things were fixed during the player beta phase.

As for the power going to 10% - that sounds like you're using a non-Outcast piece of technology with an Outcast ID (or no ID at all). If you think there's an actual bug involved, post the -complete- list of equipment and ship type to the Discovery Bug Reports forum and we'll take a look at it.

+2 votes     reply to comment
Ballroom
Ballroom Dec 11 2012, 8:23pm replied:

Nope. We have Outcast ships with Outcast tech and it's still at 10%. Yes i am running my own private server,Centurian1 to be exact and this bug came to annoyance "only" when the 6th update was released. The server is at my own home. I was "hoping" that while running my own server,my old pals from years ago would soon feel comfortable to play on the original Disco server and i almost had them used to it enough until that damndable weapons bug messed up my dreams of adventure. Most of my friends are around my age,like 47 years old to be exact but we've always wished for an entire galactic adventure and THIS was axactly what we wanted until this weapon glitch. I'd appreciate any and all help as my friends have families but still want to find the time to have a few beers and do some exploring. I hope my friends have not become disalusioned of this mod as i went to alot of trouble to convince them of attempting to do so. Sorry this is long but someone please help. I would like to change the tech problem if at all. Also we have tried and tried but still any base we try to build takes all of the cargo and no base appears.

+1 vote     reply to comment
aeternus
aeternus Dec 17 2012, 7:15am replied:

The weapons compatibility config is set via the techcompat.cfg file in the /exe/flhook folder. Server side only of course. If you're running your own server, you can modify this file as you see fit. If you need help with that, ask on the DiscoveryGC forum, help section.

As for the playerbase - yea, it does that when you are missing some part of the cargo, or don't use the base deployment command properly. Check base.cfg (same folder) to see the exact amounts of cargo needed. Extra cargo is allright, but you need at least the values defined (you can modify that too if you want it to be easier to deploy bases - just set the only required commodity to basic alloys).

+1 vote     reply to comment
Ballroom
Ballroom Dec 19 2012, 11:55pm replied:

Well i have been using the exact amounts of specific cargo and still it will not activate with the exception of all the cargo disappearing. It's extreamly frustrating

+1 vote     reply to comment
Guest
Guest Dec 9 2012, 5:17am replied:

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Icon
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Platform
Windows
Game
Freelancer
Developer
Discovery Dev Team
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Official Page
Discoverygc.com
Release Date
Released Dec 31, 2011
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Highest Rated (8 agree) 10/10

Great Mod!!!

Nov 23 2010, 7:13pm by wazzaa12

Lowest Rated (3 agree) 1/10

Good idea but very bad implementation because it allows players to create their own rules preventing anyone else from joining the pleasant game... so in effect spoiling the game all together regardless how good it looks and the conceptual idea. After been ransacked by 3 different players in a single day even as beginning level... the mod has been removed as result because it is utterly pointless unless someone is so sadistic that like to play to become a slave of others.

May 30 2011, 5:06am by thyropt

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