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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  (30 - 40 of 2,106)
Sizer
Sizer Apr 28 2014, 11:30pm says:

I'll be streaming all day tomorrow as of this post date while working on a new MC-90. I'll take a break to do some gaming if anyone wants to stop by. Info in the link

Freeworldstidesofwar.com

0 votes     reply to comment
Ballroom
Ballroom Apr 27 2014, 2:54pm says:

If you ask me. You guys are saying how you would have dressed down capital ships that Civilians can have that will protect their own convoys but will not be able to go toe to toe with the normal military capital ships. I feel that if you incorporate those older ships like the droid control ships among all of the other old Clone Wars Era battleships,being they're older technology then those would be the much better ships to dress down so to speak for the Civilian community. Then everyone's happy because they're also Star Wars Canon ships.

+2 votes     reply to comment
Sizer
Sizer Apr 27 2014, 4:01pm replied:

There will be no Clone Wars era ships.

+2 votes     reply to comment
___STÅRGÅTE___
___STÅRGÅTE___ May 17 2014, 9:08am replied:

that doesnt make any sense, the empire used thousands of droid battleships all the way into the imperial civil war

+1 vote     reply to comment
Ballroom
Ballroom Apr 29 2014, 5:56pm replied:

I love your mod and don't mean to be a pain but,why ? Or in any case,why not ? No disrespect to you guys because i'd give you all a big Wookie hug if i could for this genius of a mod.

+2 votes     reply to comment
TSP-FriendlyFire
TSP-FriendlyFire Apr 29 2014, 9:46pm replied:

Because we'd rather put our manpower towards ships of the correct era. When you have limited capabilities, you have to choose.

Also, most of the dev team dislikes the prequels :P

+2 votes     reply to comment
Ballroom
Ballroom Apr 30 2014, 6:00am replied:

I fully understand your need to choose. I however love the prequels and also fully understand the reason why Jar-Jar-Binks needed to exist as he was. The force has sway over the weak mind and Chancellor Palpatene using his dark ways of the force made it possible to put Jar-Jar right where he needed him. To cast the final vote to have a Grand Army Of The Republic which in turn played right into his insidious plans. There's much more of the reasons that i see on the prequels and such however yes this mod is your baby and i'd like to see it grow to it's mold breaking potential that i have seen and enjoyed playing so far.

+1 vote     reply to comment
SunnyBittern
SunnyBittern May 4 2014, 8:36am replied:

Most Venerators came under direct Imperial control following Order 66. They were most likely all either scrapped for materials to build Imperial I, or some may have went rogue and gotten destroyed.

+1 vote     reply to comment
Guest
Guest Apr 27 2014, 2:29pm says:

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Sizer
Sizer Apr 27 2014, 4:00pm replied:

There will be no clone wars era ships. The Executor-Class will not be flyable.

+1 vote     reply to comment
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