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Blog RSS Feed Report abuse Latest News: Friday news update #3

1 comment by Mystacx on Aug 29th, 2014


Another Friday which means: more news about the mod. However, the sitrep-topic we use to keep each other updated on what we've done has been very quiet this week, so I'm doing this one a little different from normal. Additionally there will, more than likely, be a patch this weekend. Tf not it'll come soon after. Much will be changed with this first patch around the new meta-game pivot.

Sizer:

  • Removed ship-tiering from the game. No more connecting your characters through the GameCP! As soon as you create a character, you have access to that faction's complete shiplist now, if you have the money.
  • The X-Wing and the TIE-Interceptor have both undergone their first balance overhaul. The X-Wing has high Alpha and good pitch and is a little tougher. The Interceptor has higher average DPS and ROF, faster speed, better yaw and pitch, better roll, and slightly more fragile.
  • Added a jump bouy to the old capital ship system, so you can now buy capital ships. No more hoarding materials, all you need is credits. Please be aware that these prices have not been balanced fully.
  • Initial rebalance of the MC90/ISD. Not finished yet but will now at least be a fair fight.

Friendlyfire:

  • More hyperspace tweaks
  • SECRETS ;)
  • HUD element upgrades; detailed overlays on spawned gates showing time to stable/de-spawn and instability %, target tracking overlay, missile lock overlay, cruise delay info, hyperdrive cooldown info, hyperspace distance from tunnel edge, etc.
  • Eliminated any and all drifting at any speeds! WW2-style combat!
  • With Sizer: Thrusters may now only be fired if at 95% or more. Thrusters are rebalanced into burst fire boosters.
  • Shields are now dropped if the player logs in while in space. Docking/undocking will regenerate the shields. Log off docked to avoid this!
  • Completely overrode FLServer behaviour 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.
  • 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 pre-calculated hyperlanes as well.

Stay tuned on the forums for the complete changelog when we drop the patch. We hope to see you in game this week!

Have a good weekend.

---

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!

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Post comment Comments  (1840 - 1850 of 2,112)
MiZasu
MiZasu Aug 6 2009, 7:11am says:

Looks not bad...

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Aug 6 2009, 3:10pm replied:

Thanks, I think. lol.

+1 vote   reply to comment
DIDHOT
DIDHOT Aug 5 2009, 4:25am says:

Hey Sushi! How I Can Download This Mod? Please Tell Me!

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Aug 6 2009, 5:56am replied:

Currently, the mod is underdevelopment and unavailable to download. We are planning to release towards the end of the year. (Note - that is a rough estimation subject to change depending on how on-going development goes.)

+1 vote   reply to comment
romaobb
romaobb Jul 30 2009, 4:57pm says:

where do you download this mod?

+1 vote     reply to comment
omayksilo
omayksilo Jul 30 2009, 5:08pm replied:

Currently, the mod is underdevelopment and unavailable to download. We are planning to release towards the end of the year. (Note - that is a rough estimation subject to change depending on how on-going development goes.)

+2 votes     reply to comment
sid_raptor
sid_raptor Jul 30 2009, 6:04am says:

Will there be a trading system?

+2 votes     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jul 30 2009, 9:31am replied:

Yes, a quite substantial one. We're also looking to employ a dynamic economy.

+1 vote   reply to comment
TWZCatinHat
TWZCatinHat Jul 28 2009, 6:08pm says:

Sushi you moved your pictures to a different folder :p

+2 votes     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Jul 30 2009, 2:37am replied:

Ya, sorry about that. The developer wanted to organize his photos and I forgot to update the links :)

+1 vote   reply to comment
TWZCatinHat
TWZCatinHat Jul 27 2009, 2:41am says:

for the Dreadnaught picture you look like your sizing it with other ships. But what are the other ships are to small to tell.

also have you guys looked at the box system for the ships that each group/faction can fly? Its easier to setup smaller group/factions with and also keeping the core 4 factions with the die hard ships of their race. Keeps RP levels high and freedom for a group/faction to grow.

+2 votes     reply to comment
omayksilo
omayksilo Jul 27 2009, 2:03pm replied:

As it stands, each faction has it's own individual listing. The civillian shiplist, unlike previous incarnations of the mod, doesn't involve any of the main faction ships. Also, unlike in the past, the civ ships won't be a poor-man's choice, given the balancing system used for fighters in 2.0

+1 vote     reply to comment
TWZCatinHat
TWZCatinHat Jul 27 2009, 9:51pm replied:

that is good to hear m8

+2 votes     reply to comment
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Released Apr 11, 2014
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