Join our forums and get your opinion into the development process: Freeworldstidesofwar.com

Join our Discord server and directly interact with the community and devs: Discord.gg

THIS MOD IS MULTIPLAYER ONLY!

Please join us also on:
Facebook YouTube Twitter Official Website
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles


Greetings ModDB! There has been an awakening, and you're about to feel it.

A lot has happened in the approximately two-and-a-half years since our last post here. So much has happened, in fact, that we could not possibly cover every update, every new feature and every piece of news pertaining to Freeworlds: Tides of War in this post, even if we wanted to. What we are here to do is reacquaint people with this mod, and touch on some of the big things that have changed since we last poked our heads out into the wider modding world.

Before we get into what’s changed, we feel you deserve an explanation on our near complete silence over the past couple years.

To be blunt: our initial release had bugs and issues that we simply could not fix fast enough. The content of the game itself was also not enough to carry us through a long, rocky period. Rather than keep updating this page with every minuscule change, we decided to hunker down and focus on making the game stable enough for mass use and refine the action into something more immediately engaging.

Though there’s still work to be done, we’ve made some great progress, and we’re ready to show it to a wider audience.

Hyperspace, Graphics, And Stability

FriendlyFire (graphical wizard and code hacking guru that he is) has completely reconstructed the hyperspace system from the ground up into an absolutely classic Star Wars hyperspace experience. Stars now properly streak on entry and exit, ships zip through tunnels with impressive speed, and the jumps themselves provide a twisting, turning challenge if you're in a real hurry to leave.

Seen above: New hyperspace travel and effects in action, as well as new UI elements.


The game has also improved immeasurably on a graphical level as well. Quite frankly, Freeworlds has so little in common graphically with the original Freelancer at this point that it's hard to believe they run on the same engine.

Additionally, Sizer (our resident graphic artist) has created stunning new ship models and updated numerous old ones, adding an impressive amount of high-quality ships to our already enormous roster.

Overall, the game is simply a more polished and stable experience than it ever was when our first major release was pushed out. Since then, everything from the UI to the AI has improved, and we're really excited for more people to come check it out.

The Conflicts System


One of the biggest things missing from our initial release was a reliable and sustainable way for players to earn money through combat, and find good opportunities to use our long list of capital ships. Yes, the traditional bar missions were available and the occasional player vs. player battles, but neither of these ever provided enough of the large scale Star Wars fleet combat we wanted to deliver.

To solve this, our developers FriendlyFire and Kalis created a unique feature we call the Conflicts System. Certain areas in every system are designated conflict zones. When you enter a conflict zone in an area where you have a hostile relationship with the locals, the game will spawn a group of vessels that are roughly matched to the size and combat capability of your vessel.

For example, you and your buddy are flying a pair of X-Wings on patrol through Imperial-held Bilbringi; the game then reacts to this by sending a group of TIE Fighters (or Interceptors, Defenders, etc, etc) against you. If you manage to fight them off, you'll be rewarded for your efforts, but the game will continue to send threats against you until you've had your fill. This system works for the smallest fighters to the largest battleships.

Yes, your Imperial battle group will be met by a flotilla of Mon Calamari cruisers and other assorted New Republic vessels!

The Fleet System


In the initial release of the game, we opened four major factions (New Republic, Imperial, Corellian, and Hutt) and recruited people to lead those factions in-game. Meanwhile, an NPC faction leader (controlled by the admins) was still technically in control of the faction to prevent any major upheaval with regards to faction politics and lore. The player leaders were responsible for recruiting other players to their faction, organizing military units and waging war. We've now changed that setup,
just a little.

Rather than having each faction consist of a single monolithic player-group, players are now permitted to form any group (fleet) they wish under a faction of their choosing (this is still limited to the four major factions, as well as civilians and pirates). Fleets must still adhere to general faction directives and lore but may organize themselves any way they like.

What your group is called, how you play and what your story is, that's all up to you (within reason). If your sole purpose in life is to roam the galaxy in a drunken pirate wolfpack, go for it! You want to be the next elite New Republic fighter unit, tell the Rogues to watch their six. Please be advised, we will be imposing some light regulations on groups, such as a minimum member requirement, restrictions on names, and making sure groups stick to their faction's available ship list.

The Development Blog


In late 2013, we reserved the domain name
www.galacticnews.net and began to use it as a place to post in-universe articles related to the mod's lore. However, in 2015, the site switched gears and became the home of our weekly (currently bi-weekly) development blog. Since then, we've posted one-hundred and sixteen development blogs, covering patch notes, new features, lore and roleplaying events, and everything in between.

For those of you wondering why our ModDB page went from semi-active to silent, this is partially the reason why. Galactic News has become a useful and flexible platform for posting our official regular updates, whereas ModDB, we feel, is a better place for us to make major announcements about the game.

We will continue to use Galactic News as the primary development outlet, and encourage players and fans to check the site regularly for updates. In fact, if you're curious about where we've been and where we're going, there's literally years worth of posts to soak up!

The Discord Server


Many of you will remember that, for many years, every iteration of Freeworlds relied heavily on the use of forums for nearly every aspect of the game. We used it to coordinate development, organize factions, roleplay, and communicate in general. Though the forums at www.freeworldstidesofwar.com still exist and are used on occasion, we've more or less moved all our communications to the
Freeworlds: Tides of War Discord Server.

It's become an invaluable tool for in-game communication, as well as our primary means of socializing within the community. Say you've encountered a bug or need some help finding a specific place in-game, rather than posting your question on the forums and hoping for the best, you can ping a developer and they'll see it directly (though try not to abuse the ping function!).

It's also a great place to see and post in-game video and screenshots and keep up with the day to day activities on the server. Best of all, you don't even need a desktop client (though you can download one)! Just click this link and join!

Get Back In The Fight!


A lot has changed, for sure, and there's a lot still to come. If you played the mod ages ago and forgot all about it, come see what's new! If you've never heard of us before but you like Star Wars and blowing stuff up a whole lot, you'll find something to like here, too.

Most importantly, we want to reiterate our dedication to making the most out of Freeworlds: Tides of War. We've become more open about our process in the last couple years, developed a better overall relationship with our community and are excited at the prospect of getting more people to drop in and enjoy the game.

On behalf of the entire Freeworlds: Tides of War Development Team: Thanks again to all our fans and to everyone who has stuck with us through every update, new feature, and bug fixing session. It means the world to us!

Sincerely,

DarkForce

Community Manager and Lead Lore/Roleplaying Developer

Freeworlds: Tides of War

Player Code of Conduct and Patch for the Open Beta Server

Player Code of Conduct and Patch for the Open Beta Server

News 1 comment

Our Community manager Darkforce has announced the new Code of Conduct for the Open Beta Server. We also give you insight into the recent developments...

Friday news update #3

Friday news update #3

News 1 comment

Friday news update with a look at things to come, including a patch.

Friday news update from the Freeworlds: Tides of War team

Friday news update from the Freeworlds: Tides of War team

News

The second Friday news update from the Freeworlds: Tides of War team

FWTOW team update

FWTOW team update

News 1 comment

Every friday, the team will post a news update detailing what they're working on and what's coming up next.

Add file RSS Files
FW:ToW Launcher

FW:ToW Launcher

Full Version 7 comments

The official Freeworlds: Tides of War launcher version 1.23.

Official Roleplay Guide

Official Roleplay Guide

Tutorials 19 comments

This document contains the dos and donts of Roleplay on the official Freeworlds: Tides of War server. We encourage all interested players to read this...

Comments  (0 - 10 of 2,155)
darkendmoon
darkendmoon

Is there some way to not have this capped at 60 and 72 FPS? Game runs and looks great, but the game runnin at half my monitor's refresh rate is gnarly bad

Reply Good karma Bad karma+1 vote
TSP-FriendlyFire Creator
TSP-FriendlyFire

No, this is a limitation of Freelancer.

Reply Good karma+1 vote
darkendmoon
darkendmoon

In Discovery, it isn't like that IIRC. I was playing it earlier for the first time and it was different than TOW. Not sure

Reply Good karma Bad karma+1 vote
TSP-FriendlyFire Creator
TSP-FriendlyFire

Discovery will also ban you is your frame rate is too high because it causes problems with the networking. We enforce it in the software instead.

Reply Good karma+1 vote
Vertelame
Vertelame

can i still play it offline in a test mode? (like the old mod manager singleplayer thing)

Reply Good karma Bad karma+1 vote
.Kalis
.Kalis

You cannot, we are an exclusively multiplayer mod. That said we do have a test system which can be accessed with one of the starting characters for trying out different ships if that's what you mean by testing.

Reply Good karma Bad karma+1 vote
Vertelame
Vertelame

seems fair, but i meant the whole map (as i live on a backwater country, thing venezuela but with better economy Aka: Bolivia)

Reply Good karma Bad karma+1 vote
.Kalis
.Kalis

Well, yeah your connection could be an issue, there is not a functioning singleplayer version of the mod though and it isn't planned.

I'd say at least try connecting to our server, it's in Canada so maybe it might work. We auto-kick for ping if it's somewhere around 400+ if I remember right so if your ping to the server is that high you won't be able to play regardless.

Reply Good karma Bad karma+1 vote
Vertelame
Vertelame

okay i gona try (the other thing i would do if that not work i to download those tutorial and try to make it work for my own usage, you know, like adding spawn zones around the sectors using atlest the vanilla ia packages as a template)

Reply Good karma Bad karma+1 vote
TSP-FriendlyFire Creator
TSP-FriendlyFire

I'm afraid you won't be able to run the mod on your own machine no matter how many tutorials you follow. We don't distribute the server files, so you're missing important chunks of the mod.

Reply Good karma+1 vote
Vertelame
Vertelame

okay then i gue it cant be done then :) no problem

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Freelancer
Game
Freelancer
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

8.9

138 votes submitted.

You Say

-

Ratings closed.

Style
Theme
Sci-Fi
Players
Multiplayer
Twitter

Latest tweets from @fwtow

It's the most important question in PC gaming: Can I run it? Today we're helping you answer that question for... Fb.me

Sep 24 2017

For all the new guys and anyone who feels they need a refresher, today's devblog goes over the basic controls and... Fb.me

Sep 9 2017

Coruscant got a nice big redesign, courtesy of developer Kalis. Come online to explore, trade...maybe invade? Fb.me

Aug 19 2017

This week's devblog is a cross-post from our ModDB page, which we haven't updated in nearly two and a half years! Fb.me

Aug 6 2017

A significant update to the conflicts system has been released. Read on for patch notes and more details! Hint:... Fb.me

Jul 15 2017

A significant update to the conflicts system has been released. Read on for patch notes and more details! Hint:... Fb.me

Jul 15 2017

Today we’re showing off some of the work being done to upgrade and revamp the game’s star systems! More... Fb.me

Jul 3 2017

Today we’re talking about the single-page RPG system called CRAM and how we’ll be working that into community... Fb.me

Jun 17 2017

This week we’re looking at the recent patch notes! Fb.me

Jun 3 2017

We’re back! This week we’re talking about the recent uptick in trade activity happening on the server, and some... Fb.me

May 27 2017

Embed Buttons
Link to Freeworlds: Tides of War by selecting a button and using the embed code provided more...
Freeworlds: Tides of War
Statistics
Last Update
Watchers
1,832 members
Files
2
Articles
155
Reviews
10