Any questions, comments, suggestions regarding the mod development.
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 12 Mar 2017, 04:50

Patch 97

FriendlyFire's Log
  • Fixed previous patch
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 13 Mar 2017, 17:38

Patch 98

Kalis's Log
  • Fixed civilian Skipray
  • Increased price of T-65AC4 to 200,000
  • Rebalanced blasters and autoblasters
  • Rebalanced interceptor energy systems to be more versatile
  • TIE Interceptor can equip blasters again
  • Z-95 can equip blasters again
  • Rebalanced ISD-II octuple barbettes for lower DPS but higher muzzle velocity
  • V-Wing rebalanced as universally available interceptor
  • V-Wing distributed throughout galaxy
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 12 May 2017, 05:48

Patch 99

Kalis's Log
  • Added Conflict Zones to Galaxy
  • Made ship formations for NPC Fleets
  • Filled out ship metadata for NPC Fleets
  • Removed local ambient fighter/bomber spawns (but not system wide ones)
  • Removed ambient frigates from Calamari
  • Upgraded Coruscant’s orbital defenses to Golan IIIs
  • Adjusted T-65AC4’s energy
  • Adjusted blaster energy drain, adjusted all interceptors’ energy accordingly
  • Added ship dealers to KDY Offices, Kuat Freight Ports 1 and 2
  • Fixed CDF HQ ship dealer
  • Fixed docking path on Telgorn Yards to enter capital mooring properly
  • Fixed YT-5300 turret view
  • Fixed YT-5300 being able to mount wrong guns on side turrets
  • Fixed Golan III’s disturbing lack of ACM launchers
  • Widened Golan II gun arcs so they can bring enough guns to bear to be scary to small capitals and a nuisance to large ones
  • Adjusted Assault Frigate I, DP20, Marauder turret view cameras to be above the ship
  • Fixed Interceptor IV shield return time
  • Fixed typo that prevented NR patrols from spawning in Yag’Dhul
  • Changed Sleheyron, Randon, and Teth from civilian control to Hutt
  • Missiles rebalanced
    • Concussions and Adv. Concussions do the same amount of damage
    • Adv. Concussions track better and faster but take up more space
    • The avoid confusion Adv. Proton Torpedoes have been renamed to Heavy Proton Torpedoes, they are still the same in terms of functionality
    • Proton torpedoes take slightly longer (+2 seconds) to reload
    • Lowered missile lock ranges, concussions lock at 3-K, proton torps at 4-K, hvy proton torps at 6-K.
    • NOTE: You will still see a lock before this but if it is beyond the range listed the missile will NOT track.

FriendlyFire's Log

  • Conflicts Preview
    • Random NPC fleets will now spawn in certain areas of the galaxy
    • Spawns are scaled according to the player's current ship and loadout
    • Certain zones may be more difficult than others
    • Since this is a preview, no reward is currently implemented, but successfully destroying a fleet will heal your ship to full health
    • WARNING: This is a preview, expect bugs, crashes and problems!
  • Fixed bounding boxes on most ships
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 29 May 2017, 16:17

Patch 100

Kalis's Log

  • Interceptor IV Frigates can now land on planets and pirate asteroids
  • Pirate asteroids will accept up to bulker sized ships
  • Fixed stations that wouldn’t let corvettes dock with them
  • Lowered turbocharged disruptor damage
  • Bumped turbocharged disruptor dispersion to match very lights
  • Toned down (literally halved) shieldbuster damage now that NPCs can use them
  • Conflict Zone NPC starfighters should behave less like UFOs
  • Adjusted any trade route that paid more than 500 credits a cargo unit to pay exactly 500 credits a cargo unit
  • Adjusted known short but too-high paying routes
  • Please report any trade routes that pay an unusually high amount for a short run (500 credits/unit for an in-system to two system trip).
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 14 Jul 2017, 21:58

Patch 101 - Long Overdue

Kalis's Log

  • Fixed NPCs being able to fire fixed missiles backwards
  • Ship encounters rebalanced slightly, battlecruisers are now worth ⅔ of a battleship rather than ½ a battleship
  • TIE/sa health dropped to 6k, maneuverability buffed
  • Lowered escort laser energy consumption, allowing longer sustained bursts
  • Bastion System completely redesigned with four major areas
    • The Gateway holds the only way in and out of the system that is free of mines, it is heavily guarded and consists of a narrow corridor that has been cleared through the minefield.
    • Bastion itself has been scaled up according to our new standards, the stations have been moved into a closer orbit
    • Sartinaynian Prime has been renamed Sartinaynian II and its moon IIa since they hold the second orbital position around the star, both have been scaled up as well and IIa moved to a closer orbit for eye candy reasons.
    • Imperial Headquarters, Sector Control, and the Repair Yards have been moved into their own station cluster in between Bastion and Sartinaynian II and are linked with both by trade lanes.
    • Star's gravity well has been increased in size to envelope most of the system, restricting any jumps to hyperspace to tradelanes.

FriendlyFire's Log

  • Conflicts update
    • NPCs should be more mobile and active
    • Formations should be less rigid
    • AI now varies according to ship class and purpose
    • NPC accuracy lowered across the board
    • NPC fleets are now less likely to spawn ships larger than the player
    • Successfully defeating a fleet no longer repairs the player's ship
    • Added a kill bounty on all ships within a fleet equal to 25% of the ship's value (with exceptions) which scales according to the damage contribution of each player (e.g. dealing 50% of the total damage on the ship will award you with 50% of the ship's bounty)
  • Carriers no longer consume one respawn from every stack of ship respawns of the same type when a player respawns
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 27 Jul 2017, 02:24

Patch 102

FriendlyFire's Log
  • Conflict system
    • Fleet respawn time increased
    • Ship bounty scales non-linearly with difficulty
    • Collision damage does not contribute to bounty payout
    • Spawning algorithm will repeatedly attempt to spawn ships with different variables to find the best match possible
    • Fixed various bugs causing NPC ships to sometimes spawn very far from the player(s)
    • Fleets must wait for a few moments before despawning when they initially spawn in
    • Ships will now properly fire while moving around
    • Changed naming scheme of all ships to indicate difficulty (Veteran is the only available one and indicates an “average” difficulty)
    • Missile damage is now properly accounted for in bounty payouts, but only counts for half regular damage
    • Random tweaks to AI
  • Spec Checker
    • Simple app to determine system compatibility
  • FWKeyGen (release pending)
    • Upgrade of FLKeyGen which generates a new full MPID and has integrated facilities to insert it into the registry for immediate usage; correctly adds it to Freeworlds' registry keys rather than vanilla Freelancer's

Kalis's Log
  • Fixed Int-IV missiles firing sideways and occasionally refusing to fire forwards
  • Control of Syndulla Refueling Station and its capital moor changed from civilian to Hutts, giving Hutts and pirates a cruiser-plus dock closer to Corellian
  • Space
  • Cruiser Slips are now one kilometer in length, hopefully they won't look quite as derpy with a Victory or Liberty parked in them
  • Dreadnaught can now fire two of its heavy turbolasers forward, so running away from one inclined to try chasing you is less likely to result in zero damage
  • Assault Frigate Mk.I base speed is now 120m/s instead of 110m/s
  • Vindicator's No. 12 turret is now attached to the hull instead of floating
  • Fixed Vindicator hangar's docking path
  • Fixed Gladiator turret view
  • A-Wing's base speed is now 270m/s
  • X-7 Factories, Refineries and CorSec Outposts scaled up to match other stations
  • NPC Pirate, Hutt, and XTS CR90s and DP20s now have a chance of mounting turbocharged disruptors instead of lasers
  • NPC fighters, bombers, and shuttles now use special concussion and proton launchers that have a four times longer reload time
  • NPCs now have special repeating lasers, blasters, and disruptors with double range but half damage since they don't understand the concept of closing distance
  • NPC Pirate and Hutt fighters now favor disruptors more
  • Standard CMs now have 80% efficiency and a 4 second cooldown
  • Rapid-fire CMs now have 20% efficiency and a 0.5 second cooldown
  • Angel Flares now have 100% efficiency and a 2 second cooldown
  • Fresia is now Imperial occupied, the orbital shipping depot is still controlled by Incom
  • Coruscant System completely redesigned
    • All worlds rescaled to 1/100th
    • Coruscant orbit includes numerous civilian stations, skyhooks, as well as defensive stations and minor shipyards including FreiTek facilities, all flanked by defensive Golan stations.
    • Centax-1 added to the system as a landable planet and gateway to Coruscant from the Borleias jump
    • A trade lane cuts in high orbit between Centax and Coruscant, allowing quick travel from one end of the Coruscant orbit to the other
    • Hesperidium now has defensive stations and a customs station
    • Vandor-III is now a landable planet, with defensive stations and a depot in orbit
    • Improcco orbit now includes defensive stations in preparation for future use as a jump point to the Deep Core's Empress Teta System
    • Kashyyyk jump moved to Muscave orbit, which now includes a refueling station and a salvage yard
    • Kuat jump moved to Ulabos orbit, Ulabos now has a ring and is the new home to NR Naval Academy
    • Gas giants are actually the color their descriptions say they are now
    • New Incom characters start at a FreiTek facility in orbit of Coruscant
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Re: Welcome to the Open Beta! (Download links, Patch Notes)

by FriendlyFire » 27 Jul 2017, 19:20

Patch 103

FriendlyFire’s Log
  • Conflict payout substantially reduced
  • Repair costs are now 5% of the ship’s price instead of 50%

Kalis’s Log
  • Fixed Bastion’s missing sun and mine sprites
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