Eight years after the end of the original Freelancer and the defeat of the Nomads, the four houses of Sirius have banded together to form the mighty New Alliance, successor to the Alliance destroyed in the Sol System by the Coalition eighthundred years before. The quarrels between the houses have stopped and relative peace has settled in. But a new danger lurks in the shaddows of unknown space. The same year, one of the Alliance's exploration ships discovers one of the Dam Ko'Vosh hypergates. By sending unmanned probes through it, it is discovered the gate leads to the Sol System, mankind's home. But the system lies in ruins, destroyed by a Nomad superweapon shortly after the launch of the sleeper ships. Instead, the first Alliance fleet sent through to research encounters a fleet of the Coalition, arch-enemy of the Alliance for almost a millenium, having mysteriously survived the Nomad attack as well. There is no time for talks. In the chaos of a Nomad ambush, both sides...

Post news Report RSS Weekly Update #2

We're back again with the second weekly update on how Return to Earth is developing. Well, I guess I'll have to face it: During the last week the mod hasn't developed that much at all. It was the first week of school for me after the holidays and I'm afraid I got totally shocked

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We're back again with the second weekly update on how Return to Earth is developing.

Well, I guess I'll have to face it: During the last week the mod hasn't developed that much at all. It was the first week of school for me after the holidays and I'm afraid I got totally shocked by how much work school brought with it again. Others of the team are stuck in preparations for their start of school.

Nevertheless, we did manage to do a few things:

1. - We have finished the last rumors and infocards for the Sol system mentioned last week. This leaves that particular system almost complete, with just the new models missing. Those will be added later in development, when we get to the rooms.

2. - We have created the patrols and population zones in the Cygni system. One of the largest systems in the mod, we are now well over 300 paths and still not quite done. Work will go on until tomorrow, when I'll hopefully be able complete all patrol paths and add the last rumors and infocards still missing or wrongly assigned.

In all the chaos, one of the things we could not work at was the story line. The creation of the rough cut version of the first mission is therefore still a high-priority part of next week's todo list. Other points include rumors, infocards and patrol paths for two other systems as well as some redesign and balancing work at the Trade Lane equivalent of the Sol sector, which in its current form makes life really hard for pirates.

That's it for this week. I again appologize for the slow progress last week. We sincerely hope to get more stuff done until the next update.

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