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Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Printable Version

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Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Antonio - 02-06-2025

Discovery 5.3 Dev Diary #1 - Announcement of the Singularity Update




Overview


Hello and welcome to the first dev diary for the upcoming 5.3 update named Singularity. This update will bring noticeable changes to many areas, with a primary focus on Systems. In particular, the main content the Systems team is presenting in this update includes:
  1. Omegas Rework
  2. Return of patrol and trade paths to all vanilla systems
  3. Addition of patrol and trade paths to several non-vanilla systems
  4. Newcastle rework and Planet Darlington
  5. Jumphole ship limit increase
  6. Nav map markers for all battlezones and encounters
  7. Soft layout changes of systems with spacing issues

Each of the topics listed above will contain soft spoilers, so be warned. I will try not to reveal too much while explaining each topic individually.



Omegas Rework

[Image: 5MBisEf.png]
One of the new Deep Omegas.

The region receiving the most attention in this update is the Omegas. Originally, we focused on the Omegas due to story-related issues - specifically, fixing plot holes in Omega-55 and Omega-48, both of which also had technical system flaws. We then continued giving them a full systems QA pass with the following:
  • Omega-55 is receiving a full story and systems retcon, addressing its 5.0 teleportation, which moved it from the eastern Omegas (bordering the Omicrons) to the northern Omegas (bordering Vespucci). While the new position is still in the eastern Omegas, it will not be exactly the same as before.
  • In place of Omega-55, a new corridor system is being introduced between Omega-7 and Vespucci - no spoilers on that one yet.
  • Omega-48 is being split into Omega-47 and Omega-49 to emphasize the historical differences between the two regions before the grand merge. Omega-49 will center around Gran Canaria, while Omega-47 will remain a key location in the Corsair-Hessian/Coalition conflict.

Every aspect of all four systems (O-47, O-49, O-55, and the new corridor system) has undergone a quality assurance pass. This includes adding patrol paths, fixing bugs, and improving dozens of NPC infocards. All bases have had their infocards updated, NPCs given more flavor, and additional improvements added.

Additionally, we are introducing several new Omega systems as part of a new mini-region called the Deep Omegas. Deep Omega systems will be disconnected from Sirius, accessible only via temporary jumpholes that appear on specific days in specific locations. This allows us to introduce new content and features without overloading the game with excessive system count. The jumphole appearance will follow a predictable pattern, enabling players to plan their expeditions in advance. The Deep Omegas are interconnected, meaning that once you gain access to one, you can travel between all of them - unlike Earhart, where accessing a specific Uncharted sometimes required waiting for RNG to open the jumphole. To give one small spoiler from the image above: Cayman is making a comeback.

The Omegas rework technically already began in December. Any Omega system not mentioned here already received a QA pass in the last update, including layout improvements, NPC spawns (patrol and trade paths), population zones, and bug fixes. This includes Omega-3, Omega-5, Omega-7, Omega-11, Omega-41, and Dresden. The next update will complete this rework.



Return of patrol and trade paths to all vanilla systems

[Image: V1Na5dP.png]
Manchester patrol paths.

Patrol paths are the primary way players can organically discover bases, jumpholes, and other points of interest. Their systematic removal - whether due to oversight, QoL changes, or other justifications - has been a net negative for the mod. These paths are integral to Freelancer’s exploration and immersion. Many of us discovered vanilla Freelancer by following patrol paths, without the need for third-party tools. We want to restore that feeling step by step, even though the convenient online nav map exists.

After many hours of work, we have successfully re-added patrol and trade paths to all vanilla systems. Additionally, some systems now include extra paths to showcase new Discovery connections - for example, Manchester has new patrol paths leading toward Newcastle. Population zones have also been restored, though we are not yet 100% certain that we've covered every zone in every system. Moving forward, if you notice any vanilla system lacking paths or having empty population zones (such as around jumpgates or jumpholes), please submit a bug report here.

This is a prelude to another mechanic we plan to introduce in a future update - NPC cargo scans. This feature, removed in the past for QoL reasons, was a natural part of Freelancer’s immersion. We will discuss its return in greater detail later, ensuring that scans do not cause unintended faction hostility issues (e.g. police NPCs scanning allied Navy players and turning hostile because of contraband they have confiscated).



Addition of patrol and trade paths to several non-vanilla systems

[Image: SlZnnNq.png]
Omicron Mu patrol paths.

Next topic to cover is adding patrol paths, trade paths, and population zones to all appropriate Discovery-added systems. This effort started a few updates ago with Thuringia and Omicron Delta, and continues in 5.3 with Omicron Mu, Omicron Pi, Sigma-59, and Baffin. Due to the scope of this project, it won't be completed for 5.3 just yet, but we are working on it.

Unlike with vanilla systems, please do not submit bug reports for missing patrol paths in Discovery-added systems yet, as the process is ongoing.


Newcastle rework and Planet Darlington

[Image: U9DDYAS.png]
A view on Newcastle from the vicinity of Battleship Harlow.

Newcastle has undergone a complete visual and layout rework, along with a full story and systems QA pass. Its cramped layout, retcons, unfinished or missing infocards, and incomplete base files made it one of the lowest-quality systems in the game. We are restoring its old Tau-like appearance, and Newcastle will be reconnected to Tau-31. The system has been noticeably upscaled.

Additionally, we are introducing Planet Darlington as an atmospheric system with its own unique content - no further spoilers for now. The entire Craster Nebula has also been overhauled. The specifics of Newcastle’s layout and Craster’s secrets will remain undisclosed for now.



Jumphole ship limit increase

[Image: b2lLE.gif]
4 ships taking a jumphole simultaneously.

Moving on to simpler but equally important features, we are increasing the number of ships that can simultaneously use a jumphole from 1 to 4. This change will prevent jumphole congestion in PvP scenarios where multiple players attempt to use a jumphole at the same time, as well as in PvE scenarios where an NPC might accidentally block a jumphole and wander 15k away, preventing usage until either the server restarts or the NPC is destroyed. Overall, this is a straightforward quality-of-life improvement.



Nav map markers for all battlezones and encounters

[Image: KvuoxOx.png]
Omicron Delta battlezone marker visible on the nav map.

Another simple yet effective implementation is the addition of white circle markers around all battlezones and encounters on the nav map, clearly indicating their exact locations. These circles will be visible to all players by default, regardless of whether they have previously approached the battlezone or encounter. If you notice any missing markers in the next update, please submit a bug report.



Soft layout changes of systems with spacing issues

[Image: jYEGWwR.png]
Ouray is now 30k from trade lanes.

One of our ongoing projects, which has been progressively implemented over the last few updates, is spacing out areas of certain systems that are too cramped for Discovery’s 2025 standards. This change is primarily driven by the 150m/s cruise speed buff introduced last year, which increased speeds by up to 42% (capital ships). Combined with Discovery’s emphasis on organic player interaction, this has made many jumpholes and jumpgates positioned too close to bases detrimental to natural gameplay (primarily piracy), much like bases positioned directly on top of mining fields.

A notable example is Vogtland in Dresden, which was adjusted in the last update. In vanilla Freelancer, Vogtland is located in a relatively small nebula with two jumpholes immediately next to the base, and another leading to Omega-11 close by. In Discovery, Vogtland has been moved farther from these jumpholes, trade paths have been enhanced, and the surrounding area has been improved with a minefield, weapons platforms, and exclusion zones. The distance between Vogtland and the two closest jumpholes is now approximately 30k. You can compare Vogtland's appearance in vanilla vs Vogtland its layout in Discovery.

The standard used is having a distance of at least 30k between a base and a jumphole, with the exception of snub-only bases (such as border stations). Most distances now range between 30k and 40k, with only a few exceeding that threshold to avoid unnecessary player inconvenience. Some locations have also been slightly repositioned due to their proximity to trade lanes (e.g., Ouray). While there are no major layout overhauls, this spacing adjustment has been selectively applied to specific bases and jumpholes across various systems. Examples include Beaumont Base in Texas, Kagoshima Depot in Kyushu, and Padua Base in Galileo.

To mitigate potential travel time increases resulting from these changes, we have introduced asteroid exclusion zone corridors near many affected bases. These corridors allow capital ships to traverse these areas without noticeable slowdowns. Combined with the 42% cruise speed buff, this ensures that larger ships, despite the increased distances, will generally travel through these areas faster than before. Overall, our goal is to improve system layouts to align with Discovery’s 2025 updates, enhance organic player interactions, and avoid excessive travel time increases.



Final Thoughts

A few words on the Systems team itself - update on our current status and the future of the Systems team. Quite a few of you may have already noticed that the current iteration of systems developers, who took over post-5.0, are focused on quality. From fixing hundreds of bugs across all areas of systems work - including bugged base models, broken patrol paths, incorrect base NPCs and voicelines, missing or incorrect infocards, and visual issues with nebulae or starspheres - to adding new content by creating more systems, gameplay loops, and a strong emphasis on immersion and the quality that vanilla Freelancer embodied.

This "mindset", for the lack of a better word, began a few updates ago, with immersive patrol paths added to places like Omicron Delta, Omicron Theta, Tau-23, and the vanilla Omegas. Additionally, system voicelines were restored when hailing NPCs and several systems were (re)added, among other improvements. We are continuing this effort in full force, with the ultimate goal of recreating the immersive experience we all had when playing the campaign as well as adding a Disco touch with new content. We recently got a small re-structure. The current team is myself, @Sombs , @jammi , and @Chxlls . In Wildkins' absence I took over the leadership role. Mood is good, we're eager, and looking forward to delivering the 5.3 update in its fully planned capacity.

Update 5.3 has no release date yet, though it won't be out for at least another 1.5 months. In all likelihood provisional release time is somewhere in April. We welcome your feedback on everything discussed here, as well as on changes made from post-5.0 up until now. Thank you for your attention.



RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Chronicron - 02-06-2025

(02-06-2025, 07:34 PM)Antonio Wrote: Omega-48 is being split into Omega-47 and Omega-49
HEAR, THEE, AND REJOICE


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Heuschrecke - 02-06-2025

Wild times are ahead of Us.


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - LaWey - 02-06-2025

Quote:Omegas Rework
[Image: el-risitas-juan-joya-borja.gif]


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - NBK - 02-06-2025

Wonder if that old Omega system with dead dark sun is coming back, there also was a Core battleship in there. Anyway, looking forward to more killwalls and mazes (i know u made it agan) + good soundtrack)


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Culbrelai - 02-06-2025

Approve massively of the returning systems and whatever you decide to add to connect outer Liberty and the Omegas.

As for the obnoxious NPCs scanning, demanding and then going hostile... No thanks. Trading is already annoying enough. But overall the good seems to outweigh the bad with these upcoming changes. Well done.


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Red - 02-06-2025

Omegas rework is exciting.

I like Antonio's work so far, very cool.

Send it.

Edit: Thanks for keeping the corridor to Vespucci - the Hessians.


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Sombs - 02-06-2025

Wait, we were going for quality this time?


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Hemlocke - 02-06-2025

Based


RE: Discovery 5.3 Dev Diary #1 - Announcement of the 5.3 "Singularity" Update - Proselyte - 02-06-2025

I know there'll be far more vocal long-timers happy about the 48 split than not, but I feel it's prudent to say that as a recent arrival, I get to watch my favorite vista get retconned. It's not the hugest deal in the world, but it's a small gut punch after the coolness of the whole post-5.0 focus of trying to mend some of the damaged lore consistency from bad sudden merges.

Thing is, though, reversing an old shortsighted merge or not, it's been this way for how long? I have no clue, even. I started back in Jan of '23. I'd accepted the way it was presented to me and sort of grew to love its transitional appearance. Kind of uniquely striking, I thought. I was never around for the bad blood, I just really enjoyed Omega-48.

I know it's a done deal, I'm not trying to change anything. I guess I'll call this my last o7 to the big divide. I had some good roleplay and good pictures there when it counted.

Amazing work from the team despite my odd little misgiving. You folks all bring value to the experience in a big way, and thank you.