Less than a month after update 3 was released, update 4 is finally ready and will be on the update servers shortly. Your Discovery client should automatically download and install this update for you the next time you run the game. Since update 3, we've been adding new features along with fixing as many bugs as possible, and with update 4, a couple of major gameplay changes planned for 4.87 is finally here. With most of the critical bugs fixed, the dev team will be focusing more on implementing the new features with the upcoming updates, and you can expect more new ship models as well as gameplay enhancements with update 5.
Complete list of bug fixes and changes included in update 4:
Code:
- New Council VHF model by Durandal.
- New Zoner Osprey VHF model by Jinx.
- New Kusari Container Transport model by Jinx.
- Added ShipRange and FixedMount plugins by adoxa.
- Added ship-based technerf plugin by Massdriver.
- Updated Scanners according to the new plugin.
- Fixed default scanners in ship packages.
- Fixed default scanners in restart templates.
- Freelancer restarts fixed.
- Various ID fixes, including ZoI adjustments.
- Removed Freelancer ID duplicates to simplify ID control.
- Bomber masses standardized.
- Textures on Tanto fixed.
- Raven's Talon rear view fixed.
- Liberator shield hardpoint fixed.
- Tigershark shield hardpoint fixed.
- Arbeiter pilot positioning fixed.
- Civilian Shuttle hardpoints fixed.
- Orca gunboat hardpoints fixed (again).
- Cockpit view on Colossus and Uruz fixed.
- Fixed the incorrectly-oriented cloak effect on Nephilim.
- Nomad Gunboat cargo hold increased.
- Scorpion turret arcs adjusted.
- Spatial cockpit model fixed.
- Osprey changed to SHF with the new model.
- Shishapangma, Komainu & Bullhead engines fixed.
- Removed explosion resistance from Outcasts snubline.
- Added sell points for house civilian guns to every faction base.
- Asco torpedo is now ammo based. Ammo only sold on Brigands and Council bases.
- Added Corsair dispersion cannon (Energy-based fighter torpedo).
- Added Corsair, Outcast and Coalition Light Fighter guns.
- Adjusted class 6 gun stats.
- Added Light Fighter mining gun.
- Ranges on all gunboat turrets adjusted.
- Gunboat Razor, Pulse, Solaris and Cerb adjusted.
- Missiles and Countermeasure stats adjusted.
- Draw distance for Nomad & Wild equipment fixed.
- Wild cloaks added. These cloaks use Nomad Power Cell as permenant fuel.
- Trade lane hitboxes reverted back to normal as per community request.
- Jumpgate loadouts toned down as per community request.
- NPC loadouts toned down to 1/8th of the current stats.
- NPC reputations on various factions fixed.
- Shield mount of NPC BAF gunboats fixed.
- Decreased size of sun corona in Cortez.
- Planet Erie ship dealer fixed.
- Touraine -> Anjou jumphole fixed.
- Battleship Atum commodity dealer fixed.
- Battleship Guillestre ship dealer fixed.
- Kilrea Orbital Station ship dealer fixed.
- Zvezdny Gorodok docking bay doors fixed.
- Lawful snub sellpointss added to Zwickau Depot.
- Lawful snub sellpoints added to Hikone Base.
- Ship sellpoints on Freeports rearranged.
- Fort Etaples station model fixed.
- Removed Neutron Star from Maine.
- Nomad Trial ID readded to Shrine.
- Jump Gate Parts commodity icon fixed.
- Cosmetic changes to Atka Research Station and Evora Shipyard.
- Cosmetic changes to Braunchweig system.
- Various economy fixes.
- Various infocard fixes.
- Various rephack fixes.
- Various technerf fixes.
Also, to answer two questions frequently asked by the community during the past weeks:
ShipRange plugin by adoxa and the scanners rework: With this new plugin, scan range on each scanner is taken into account as well, and each ship will be able to see other ships as far as the stats of the equipped scanner allows, so unlike how it worked until now (Ships and objects appearing on radar at 14k range regardless of the scan range of the equipped scanner) a ship equipped with a scanner allowing scan range of 25k will be able to see ships from 25k away, while a ship equipped with a scanner with 6k scan range will only see ships closer than 6k on the radar.
New techcompat plugin: The new plugin works in addition to the old plugin, and does not replace it. With the new plugin ship-gun combinations can be controlled independent of ID-ship-gun restrictions. Each ship has a set of defined "allowed guns", and if any of those guns are used, the powercore efficiency will be calculated based on the ID, but if any other gun is used, powercore will be reduced to 10% regardless of the ID mounted. Note that this plugin is still in its testing phase and adjustments or reworks should be expected until the final release. A thread will be posted in the rules section shortly with a more thorough explanation of the new plugin.
If you have not downloaded and installed Discovery 4.87: Conquest, then see the following link Discovery 4.87 Beta Release
If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Discovery installation.
The intent behind this rules rewrite was to make the community rules easier to read and follow, so apart from a few minor adjustments to some of the rules, the general rule set of the community is staying the same. Still, please take a few minutes to go through the new set of rules and familiarize yourself with them.
These rules are effective immediately and every member of the community is expected to follow them from now on.
Additionally, see the second post for more updates.
P.S: As you may have noticed, official faction rules have not been changed yet. That part of the new rules revision is still being worked on, and a new notice will be posted when those parts are updated and implemented.
Server is going down in a few minutes for the rollback. Expect it to stay down for the next few hours. Sorry for the inconvenience.
The rollback will fix the various conflicts between 4.86 and 4.87 ship stats, such as guns or equipment mounted on the wrong hardpoints, and will also refresh all the engines and powercores on existing ships to the ones defined for them in the new version.
Player Owned Bases are being disabled after the rollback and character inactivity wipe is also being turned off for 2 weeks. Please refresh all your characters during this period to make sure none will be deleted after the wipe is turned back on.
Database is being rolled back to 10th of August, 2013.
Update 3 for Discovery 4.87 Conquest should be on the update servers by the time of this post. Your Discovery client should automatically download and install this update for you the next time you run the game. This update can be considered the first major beta patch for the Conquest, and unlike the previous updates which focused on fixing the more critical bugs, update 3 also includes various gameplay-related updates as well as various cosmetic changes. Even though this is not the final release and Discovery 4.87 is still in its beta phase, update 3 is the first stable release of the Conquest and we'd like to thank the community members who helped our developers identify and fix as many bugs as possible since the initial release.
Complete list of bug fixes and changes included in update 3:
Code:
- Asymmetrical ordering on fighter gun hardpoints fixed.
- Light Fighter guns added. Class 6 guns are now exclusive to LFs.
- Light Fighter stats (hull, handling, powercore) adjusted.
- Regeneration rate on LF powercores increased.
- Updated fuses for ship damage effects.
- Station loadouts on Monte Carlo Freeport, Radford Station & Ogashawa fixed.
- Ship dealers on Battleship Castres, Alcudia and Offenbach fixed.
- Added ship dealer to Altair Research Station.
- Anjou ship dealers fixed.
- Default room on Kure Shipyard fixed.
- Wild, GRN and Council SNAC projectiles fixed.
- GRN gunboat forward gun fixed.
- Marduk and Geb prices fixed.
- Annapurna turret zoom fixed.
- Resheph cargo size fixed.
- Artificial Intelligence IFF added.
- Gammu and Primus turned into AI planets.
- Updated AI restart to provide their own IFF.
- Updated fuses for ship damage effects.
- Taureau turret zoom fixed.
- X-Shuttle Mine Hardpoint fixed.
- CM ammo on all restarts fixed.
- Correo turret arcs fixed.
- BW ships sellpoints in Liberty adjusted.
- Nomad Voidrunner turned into a Heavy Fighter.
- Nomad cloaks added. These cloaks do not require fuel.
- Falchion stats (powercore, hull, handling) adjusted.
- Coalition snub light hardpoints location and orientation fixed.
- New menu backgrounds by Treewyrm
- New deck for Heaven's Gate by Treewyrm
- New commodity icons by Blodo, Ndk071 & Xtcmax
- Recruit ID icon fixed.
- Fugitive IFF description fixed.
- Icon for player faction IDs set to Eagle instead of Chimaera.
- Various ID icons updated to the primary fighter of their shipline.
- Cargo scan range on Battleship & Spyglass scanners increased to 6k.
- Cruiser turrets class labelling fixed.
- Added additional cargo pods to Uruz.
- Fafnir chasecam zoomed out a bit.
- Battleship Thebes texture issue fixed.
- Cosmetic updates to bases in Roussillon.
- Various economy fixes.
- Various infocard fixes.
- Various rephack fixes.
- Various technerf fixes.
Also, to answer two questions frequently asked by the community during the past week:
Database Rollback: As announced, the rollback is scheduled for update 3, and you can expect it within the next couple of days. It also includes player owned bases. The inactivity wipe will be disabled for 2 weeks from the time of the rollback, so we suggest you refresh all your characters after the rollback to make sure none will be lost to inactivity. A separate notice will be posted in this section when the rollback happens.
Player Owned Bases: The three 4.86 repair commodities (Basic Alloys, Robotics, Ship Hull Panels) on all player bases will be automatically replaced with the equal quantity of their 4.87 counterparts after the rollback. Due to an issue with the player base plugin, however, the bases are going to be disabled and will remain offline until the issue is fixed. Since this bug is entirely server-side, you can expect the fix to be implemented independent of the scheduled client-side updates. A notice will be posted to let base owners know 1 week in advance when the bug is fixed and the plugin is scheduled to be re-enabled.
If you have not downloaded and installed Discovery 4.87: Conquest, then see the following link Discovery 4.87 Beta Release
If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Discovery installation.
To server administrators: dacomsrv.ini has been updated in the new update. You will need to edit it if you run any custom plugins. Further, if your members get automatically kicked for cheating upon joining the server after the update, you need to add healing.dll into the anticheat exception list to fix the issue.