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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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Official Roleplay Guide

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Post comment Comments  (1920 - 1930 of 2,112)
Guado
Guado Apr 19 2009, 7:05pm says:

how will hyperspace be handled? and will it be a possibility to get astrodroids?

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Apr 21 2009, 12:54am replied:

Hyperspace is being discussed. I think, though, that we'll be using a combination of Freelancer Cruise (at 5000m/s) and FL Hook jump. The jump capability will only be available to capital vessels. Furthermore, we will have the ability to allow fighters/bombers to dock with the capital vessels, so they can act as mobile carriers.

+1 vote   reply to comment
Guado
Guado Apr 22 2009, 7:59pm replied:

very nice!

+1 vote     reply to comment
Gizola
Gizola Apr 18 2009, 9:58pm says:

guys you are doing amazing work cant wait to play it, i bought freelancer for this mod cause it looks so damn amazing keep up the good work =D

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Apr 19 2009, 12:37am replied:

Wow. Thanks mate. We'll do our best to live up to all the hype we're producing :)

+1 vote   reply to comment
HammerFalls
HammerFalls Apr 8 2009, 7:32pm says:

I have but one word so say after the new video: EPIC! this looks to suplant every star wars game to date! as the best Star WArs game ever made! and it not by Lucas Arts, maybe thats why its going to rock so hard!

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Apr 8 2009, 11:57pm replied:

Thanks. We hope so too :D

+1 vote   reply to comment
Guado
Guado Apr 19 2009, 9:18am replied:

how will hyperspace be handled? and will it be a possibility to get astrodroids?

+1 vote     reply to comment
DOLBYdigital
DOLBYdigital Apr 8 2009, 1:58pm says:

Excellent update!
I really like how the cockpit shakes a little while making sharp turns ;)

Glad to hear you guys are moving to a total conversion. I'll be all over the public beta!

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Apr 8 2009, 11:57pm replied:

If you liked the cockpits in the video, look at the new images :) They're glow mapped now!

+1 vote   reply to comment
erikwijnands
erikwijnands Apr 8 2009, 2:20am says:

wow this mod rocks!!! you're doing better than lucasarts guys. Best wishes to you from germany

+1 vote     reply to comment
FW:ToW_Sushi Creator
FW:ToW_Sushi Apr 8 2009, 9:25am replied:

Thanks mate! Appreciate the kudos :D

+1 vote   reply to comment
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Released Apr 11, 2014
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