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

Interested where we get our Freelancer enhancements from? Please visit: The Starport for more details!


Please join us also on:
Image RSS Feed Latest Screens
The Imperial Fleet The Imperial Fleet The Imperial Fleet
Blog RSS Feed Report abuse Latest News: Player Code of Conduct and Patch for the Open Beta Server

1 comment by Rogueleeder on Jan 26th, 2015

Greetings all and belated happy 2015.

The Tides of War team had been rather busy over the last 2 months so its time to share the fruits of their labors.

Firstly our community manager, Darkforce has put together a code of conduct which is to be followed when playing on the Open Beta server. This can be viewed here:

The beta has also been updated with a few balance fixes and many fixes for bugs that our community has reported to us over time. This should lead to an overall more pleasant experience when on the server. the full list can be read below:

FriendlyFire wrote:-Tripled in-system hyperspace tunnel length.
-Eliminated YT-1300 "wreck", Z-95 Mark I and BTL-S3 Y-Wing from starter loadouts, replacing them with the standard YT-1300, the civilian Howlrunner and the Supa, respectively.
-Cleaned up old hyperjump buoys.
-Added mc90 normal map.
-Unified docking ability of freighters: transports can all use berths, freighters can only use large moors; corvettes and gunships may also use berths.
-Reduced collision elasticity.
-Removed Laseel from files as a base.
-Doubled baseline speed of mc90 and ISD.
-Fixed CC-7700 loadouts not having the gravity well projectors.
-Doubled interdiction range of Immobilizer-418 to 4x20k = 80k, tripled range of CC-7700 to 60k.
-Reduced capital weapon dispersion angles across the board, reduced muzzle velocity.
-Halved mag-pulse range.
-Decreased hull damage of mc90 super turbos.
-Increased damage of ISD turbos and energy damage of ISD ions.
-Increased explosion radius and damage of proton bombs, increased explosion radius of assault concussion missiles.
-Reduced max speed/range of proton bombs.
-Miscellaneous changes to effects.
-Player capital ships do not collide with NPCs, but collide with other players.
-Improved jump animation so the ship no longer "flips" around when docking; also removed the point where all objects in the system disappeared.
-Mag-pulses and ion-pulses properly cause the ship to drift.
-Reduced starsphere brightness to more sane levels and tweaked generation algorithm to look less pixellated.
-Moved many data files to My Games\Freeworlds, including all dump files, option files, logs, etc.
-Certain tips are now "blocking" tips and prevent other tips from popping over them, which makes it less overwhelming.
-Hyperspace tunnel is now of the correct radius.
-Removed "chance to drop" system from hyperspace: players now collide with the tunnel and take shield damage; when shields hit zero, the player is dropped off.
-Distinguish between a mag-pulse and an ion-pulse; ions are stronger and are the only ones that can affect larger freighters and capital ships. Successive disruptions stack in time.
-Proper, super shiny specular reflections on all ships.
-Changed lighting model a bit.
-A few more safety checks around hyperspace.
-Simplified and automated a lot of the background balance of hyperspace tunnel lengths and difficulty.
-Fixed numerous issues with hyperspace tunnel rendering, particularly at steep angles versus the +Z vector.
-Completely redesigned equipment regeneration on docking: should be more reliable, less likely to kick for cheating, less likely to replace valid equipment or double/triple equipment.
-If a player disconnects or F1's out while in hyperspace, the player is dropped as though their shields had failed.
-Staying idle or moving backwards in hyperspace deals shield damage.
-If a player fails to receive the exit packet for leaving hyperspace, they are moved to their destination before being kicked to preserve server stability.
-Characters are saved right before jumping in hyperspace.
-Completely overrode FLServer behavior for sending updates to the client about missiles. Missiles should move much more smoothly and should look like they connect with their target more reliably.
-Cargo is lost if player drops from hyperspace (whether through F1/disconnect or through losing shields).
-Shields are now dropped if the player logs in while in space. Docking/undocking will regenerate the shields. Log off docked to avoid this!
-Fully-fledged interdiction system is now in place. If a player crosses through an interdiction field, they will be dropped somewhere in the field. This is determined in real-time, not at buoy creation, so fields MUST be active at the moment of the drop to work. Players are guaranteed to drop at 75% of the interdiction radius or less.
-F1'ing in while in space causes a 5 seconds radar pulse that broadcasts the player's location to ALL other players in the system. Log off docked to avoid this!
-Dropping (as in, shield failure or F1/disconnect) from hyperspace causes a 10 seconds radar pulse.
-Increased hyperspace cooldowns slightly.
-Cooldowns do not regenerate while in hyperspace.
-Added lots of new UI elements, collectively named "Info". This includes detailed overlays on spawned gates showing time to stable/despawn and instability %, target tracking overlay, missile lock overlay, cruise delay info, hyperdrive cooldown info, hyperspace distance from tunnel edge, etc.
-Tradelanes are no longer dockable; instead, they indicate areas into which plotting a jump is free (no impact on cooldown, almost instantaneous stability). Attempting to dock with a tradelane will automatically plot a jump to the connected tradelane instead.
-As a result of this, interdictors affect precalculated hyperlanes as well.
-Hooked death cameras so they render properly!
-Hyperspace drop-out orients players correctly.
-Possible fix for phantom gate spawns.
-More leniency on hyperspace checks.
-Warning sounds for hyperspace.
-Decreased god rays sample count, increasing performance.
-More aggressive shadow rendering culling, resulting in significant performance gains.
-Smarter light equip culling, increasing performance.
-FPS may be as much as doubled or more depending on the circumstances!
-Sped up jump in/out animations
-Completely redesigned weapon linking, should now work for all ships on all configurations, even with weapons turned off
-Reset some reputations, Jedi and Sith are a lot more neutral now, Hutt may attack less (they will still attack an enemy's allies if the enemy shows up)
-Eliminated Jedi and Sith spawns from everywhere aside from their respective expected locations
-Hyperspace data now resets on undocking, which should help with the exploding on undocking bug
-As a stopgap measure, there should now always be missions across the Bastion system for Imperial players
-Removed all remaining fake atmosphere zones (producing the weird burning effect)
-Formos, Avon, Radnor now have a gravity well
-Resized Dathomir, Fresia, Garqi, Gamorr, Sleheyron, Teth gravity wells
-Corrected some infocard errors with many gates
-Removed containers from Sullust
-Unified all gravity wells to show up on navmap
-Eliminated gravity well for asteroid belt in Bespin
-Renamed Coruscant -> Borleias tradelane
-Golans deal 5x more damage and have infinite power
-New weapon linking works on K-Wing, YT-series
-Fixed YT-1300 guns having different rates of fire
-Moved Coruscant -> Kashyyyk jump to avoid jumping through a planet
-Added missing shipdealer to KDY base selling the Cloakshape, Toscan and Supa (KDY Military Research)
-Moved lane in Bastion to make it a bit easier to navigate
-Missile explosions against shields have been completely rebuilt, bypassing FL's standard setup; as such, missiles should now damage the shields of all capitals reliably (including mc90/Neb-B)
-Better wreck rendering
-Removed space dust
-Crashed sessions on the server should now get kicked when attempting to rejoin
-Fixed tradelanes requiring cooled down drive.
-Improved client-side stability in hyperspace.
-Corrected visual glitches in hyperspace tunnel.
-Cooldown notifier is properly updated when hyperspace plotting fails.
-Modified behavior of hyperspace plotting: will now attempt to jump towards the selected target, or the first waypoint if no selection.
-Improved weapon linking, now actually works when disabling weapons, attempts to keep using current fire mode if it can when switching weapons on or off.
-Removed erroneous jump to a dev system from Kuat.
-Fixed lighting error in hyperspace.
-Properly released hyperspace textures on device loss/game exit.
-Now using proper lock flags for hyperspace textures.
-Added additional check on Firemode loading.
-Permanently disabled 3D sounds. Do not try to reactivate them, please.
-Fixed conflict between mouse lag fix and star rendering.
-Rebalanced TIE Interceptor
-MC30c bombs and a few other ammo types are now available everywhere
-Possible fix for crash on dock, though we have been unable to replicate
-Fixed VSD energy drain

Also a reminder that both the New Republic and the Galactic Empire are still actively recruiting pilots to serve on the front lines. Anyone interested should register on our forums and contact the respective faction leaders for more information.

That's it for this update. If you like what you see, and have been playing, please don't forget to tell your friends, your communities you frequent and social sites like REDDIT/Twitter about this mod. Player word of mouth goes a long way and we'd appreciate any of the support we can get for this mod of ours! Thanks everyone!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
FW:ToW Launcher BETA

FW:ToW Launcher BETA

Apr 12, 2014 Full Version 7 comments

Our launcher, which will install Freeworlds: Tides of War

Official Roleplay Guide

Official Roleplay Guide

Sep 20, 2011 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...

Post comment Comments  (0 - 10 of 2,117)
Guest Feb 28 2015, 12:09am says:

This comment is currently awaiting admin approval, join now to view.

TSP-FriendlyFire Creator
TSP-FriendlyFire Mar 3 2015, 12:06pm replied:

Digitally? No, sadly. Amazon is known to sell discs in certain regions, but you'll need to get them shipped over. That's the only method of obtaining the game legally, although some people might lecture you about how the game is abandonware at this point.

+1 vote   reply to comment
MegaModer Jan 20 2015, 12:42am says:

So, do people play or am I just on at the wrong time, it doesn't seem to matter too much anyways, I am supposed to only see one server right? Or are there some I can not see that are filled to the brim?

+1 vote     reply to comment
zebby12345 Dec 11 2014, 7:42am says:

what if /v/lancer comes to u and asks for the gfx engine... will u give it to them?? besides what others mods have u given the engine to except FW:TOW?

0 votes     reply to comment
TSP-FriendlyFire Creator
TSP-FriendlyFire Dec 12 2014, 10:47am replied:

You sure seem intent on trying to get us to give our hard work to the most terrible and despicable people who have ever associated with the community, don't you?

No, we will not. Never. Stop asking, it's getting extremely tiring.

+3 votes   reply to comment
zebby12345 Dec 12 2014, 3:44pm replied:

Hahaha lolllll..... actually i was playin it a bit later and realized its a rip off from all mods.... i was just asking...

BTW what is the ETA on ur DX9 hook for vanilla?
and will u give ur hook to individual players?
sorry for one more question but will u also make the hook compatible with singleplayer?

0 votes     reply to comment
TSP-FriendlyFire Creator
TSP-FriendlyFire Dec 12 2014, 8:15pm replied:

No ETA, might not even be possible. It's doubtful that we'll release the hook to individuals, there is just too much in there that could be used for nefarious purposes and I frankly don't care to take the necessary time to explain how things work. Chances are we'll only give it to people who'll already somewhat know what to do with it. As for singleplayer, we won't make any effort to make it work but nothing in the graphics hook that I can think of would be incompatible with SP.

+1 vote   reply to comment
Guest Mar 28 2015, 6:09pm replied:

This comment is currently awaiting admin approval, join now to view.

Timmy51m Jan 15 2015, 8:34am replied:

This is kind of weird now anyway isn't it. I think most of us, well me anyway, originally thought it was going to be some sort of basic feature set that would allow us to use normal maps and better lighting, which would have been fantastic. It's grown to be some kind of monster feature set now though hasn't it that like you say, most of us, again I mean me at least, wouldn't have a clue about, or have need of.

It doesn't even matter anymore, most people have gotten their heads around the fact that it's a mod exclusive feature set, and moved on to other things. It was never realistically going to change the game just by adding normal maps, but with all the more technical features it really has changed the game, which really only works for this mod anyway.

In short, unless there's a basic version for stupid people, you're unlikely to want it anyway.

P.S - like what you've done with the mod guys, I don't play anymore but still look in once in a while.

+1 vote     reply to comment
zebby12345 Nov 29 2014, 12:06pm says:

i have a big confusion. u ppl say that u will release the modified engine to all modders... on the other hand CF developers say that they are not allowed to use ur engine>>>

+1 vote     reply to comment
TSP-FriendlyFire Creator
TSP-FriendlyFire Nov 29 2014, 12:37pm replied:

There's no confusion. The CF devs have been barred from using our work due to the despicable attitude they have had with us in the past (well, that's not entirely fair - most CF devs are fine, it's OP we have problems with, and for good reasons at that). We don't have to give our work to anyone, but we thought it would be a good thing to do. Doesn't mean we have to give it everyone.

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Freelancer Icon
Send Message
Official Page
Release Date
Released Apr 11, 2014
Mod Watch
Track this mod
Community Rating



136 votes submitted.

You Say


Ratings closed.

Futuristic Sim

Latest tweets from @fwtow

Weekly Devblog #5 is up at Galactic News Network! Campaign tweaks, Hyperspace bug hunting and positive energy...

Mar 27 2015, 12:55pm

Weekly Devblog #4 is up at Galactic News Network! This week we share some beautiful in-game screenshots and talk...

Mar 20 2015, 1:14pm

Weekly Devblog #3 is up at Galactic News Network! We're taking a close look at the community-driven campaign...

Mar 13 2015, 1:17pm

Weekly Dev Blog #2 is up at Galactic News Network! Game UI tweaks, updates to Hyperspace 3.0 and community...

Mar 6 2015, 12:43pm

Weekly Dev Blog #1 is up at Galactic News Network! We're always looking for newer, better ways to show our...

Feb 27 2015, 12:10am

Introducing: Mixed-Team Free-For-All Sundays! Follow the link for details.

Feb 4 2015, 12:40am

As our community continues to grow, so too does our need for a solid structure to build on. As a result, we've...

Jan 26 2015, 12:34pm

Patch #36 Is Now Live! It's been months in the works, and we have some significant improvements we're excited to...

Dec 20 2014, 5:46pm

Been a busy few weeks for FW:ToW! Player activity is heating up and the battles between the New Republic and the...

Dec 9 2014, 11:27pm

Imperial vessels have been spotted crossing into New Republic territory! Begin evasive maneuvers! Launch the...

Nov 23 2014, 12:55pm

Embed Buttons

Promote Freeworlds: Tides of War on your homepage or blog by selecting a button and using the embed code provided (more).

Freeworlds: Tides of War Freeworlds: Tides of War
Freeworlds: Tides of War
Last Update
2 months ago
1,767 members