Update 5 is on the update servers. This is a comparatively minor update from update 4. It focuses primarily on bug fixes to improve server and client stability.
I'm declaring this to be the end of the beta and the start of the full release phase. There are still bugs, both known and unknown. Mobile docking has still not made it into the mod as sadly anticheat work and base enhancements have used up a fair bit of this update cycle.
Importantly there's a new installer available that should help people with non-English Freelancer installs more easily install the mod. I will be publishing this on moddb shortly.
The development team's focus is moving fully to work on 4.87. We have a very aggressive schedule and this will limit the number of changes in the 4.86 updates. I expect one or two 4.86 bug fix updates before the release of 4.87. The updates will focus on the introduction of mobile docking and this should be server side only.
See the following post for the mostly complete change log.
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If you are a server operator and are not in contact with other Discovery server operators, please post in the Other Servers section of this forum to obtain help or go to http://the-starport.net. There is a Discovery server admin skype chat and server operators are welcome to join this.
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If you have NOT DOWNLOADED AND INSTALLED Discovery Freelancer 4.86 then CLICK ME
Please read the instructions and download and install it. You can not upgrade an existing 4.85 installation.
If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Freelancer installation.
Proud member of "the most paranoid group of people in the community"
- Gold requirement for medium cloak tuned down
- Cloaking factory now requires the lootable "derelict nomad power cell"
- Deuterium can be used as a shield fuel source
- Fixed a bug that set a ship as invincible when undocking from player base
- Fixed crashbug in a trade path near Hawaii
- Fixed a crashbug with a trade path in Frankfurt
- Corrected Nomad Assasin having a gunboat shield. Oops.
- Corrected package for the Dromedary. Possibly a cause for Pimpship failing with this ship.
- Added Lifter/Base Constructor to Maintenon base so the frenchies can build bases too
- Adjustments to the asteroid exclusion zones in Chugoku
- Fix to Omicron-85 - The black hole now spins on the proper axis. Also sorted the "ring" that should be around that object. Looks proper now.
- Fix to the Mastodon ship icon on the shipdealer - it was upside down
- Fis to the Silver commodity icon, sometimes it doesn't properly display.
- Moved a light hardpoint from the tail of the Wraith to the top of it's generator. It was causing graphics glitches where it was in the thruster.
- Fixed badly offset engine hardpoint for the Rogue/Molly GB
- Adjusted a badly angled light hardpoint on the Rheinland cruiser
- Engine sound updates for the Rogue cruiser engine
- Adjusted ALG Mover and Rheinland cruiser camera angles in turret and rearview mode.
- Base: Added basic alloy as a repair commodity
- Nomad base adjustments to inventory.
- Flipped various tradelanes around in all of Sirius to fix traders having to cross up to down while moving through. Can't imagine DSE having intended them to be inverting halfway in the system... just inconvenient that
- Tau 31 gate base ident surpressed. The base comms were still identifying it as "Tau 31 gate".
- Relocated Furyoku and Isehara to not block the lane.
- Slightly tweaked docking ranges on a number of stations
- Surpressed asteroid billboards in the Aland exclusion zone in Omega 3
- Finetuned some cloaking time restrictions
- Fixed duplicate planet name in Orleanais
- Fixes to the Base system bank
- Slight redesign of Connecticut: Fighter and fighter/gunboat/transport arena created that caps cannot access.
- Adjusted Omega 41 so that the autonativation will avoid the high-damage area near the star
- Name change: Colonial Forces -> Colonial Military
- Expanded weapon arcs on the Gaian Gunboat turrets.
- Created Gallic Small Transport Turret, and assigned it to Toulouse, New Paris and Lodeve. Stats are equal to the other Small Transport Turrets.
- Updated ship explosions with effects originally by Why485 (slightly modified to also provide colors for capital pirate ships and Council orange). Bigger explosions are better explosions.
- Updated Inverness rumors and base population.
- Minor fixes to Tau39, Verpucci
- Created Blood Dragon Gunboat and Cruiser turrets. Assigned to the shipyard and the gunboat one to Kyoto. Removed KNF guns from all BD bases. BD have a full weapon line of their own now.
- Small fix to Zeta. Prevents autonav-ing straight into the sun.
- Balance tweaks to the Bretonian destroyer and the Scylla. Both get a small buff.
- Balance tweaks to the HF and Liberty cruiser primary. Small damage buff. HF gun also takes more energy.
- Adjusted Omega 47, created capital missions on Casablanca and Viernheim. Moved most of the vignettes to open ground. Hess/Sair cap and bomber crews: Enjoy!
- Switched fuel used by cloaks: Oil removed, Promethene added.
- Started to redo all the ship SURs (again) to try and get both performance gains and
- Adjusted Tau117 inventory again: Added Nomad gunboat shield and some civvy weapons.
- Added Nova torpedo ammo to Dounby at the request of IMG players doing vs cap missions there
- Corsair guns: Salamanca gets a damage buff but requires more energy. Colada gets an efficiency buff. This should make both these guns more compatible with the heavy powercore on the Titan.
- Various tweaks and fixes to the Hook plugins (playerbase mainly) by Cannon.
- Modified vanilla fighter SURs, assigning all componentry to the root. This prevents some fighters from being nearly unhittable on certain angles (especially Kusari and Blood Dragon VHFs).
- Reverted some changes to the trade lane and jumpgate models to see if that fixes docking issues
- Reduced complexity on (nearly) all non-vanilla ship SURs. Hopefully this will beef server performance by quite a bit.
- Tweaked jumpdrive - Players will automatically kaboom when jumping to Bastille, New Anglia, and New Cambria.
- Automatic multibox kick after 2 minutes.
- Thor and Unioner bomber stats tweaked.
- Molly rumors for Cambridge fixed.
- Fixed a few crash-causing trade paths in Frankfurt.
- Demonkeyfied a Colonial NPC on Pecos. This was actually a bug yes, not an easter egg. I think.
- IMG BC engine effect set properly - exhaust now uses the Bretonian style, like the gunboat, instead of the Pirate style that was left over from the CR model.
- Fixes to the Tundra model after reports the front cannon doesn't show on scans.
- Minor changes to Omicron 85 and Omicron 100. 85 gets some proper exclusion zones, 100 gets some buoys to mark the paths through the roids.
- Rheinland gunboat now drops all cargo on exploding.
- Created a better model and loadout for the playerbase turret. There are two additional loadouts in the planning, for now only the "balanced" one is available (antifighter and long range are pending implementation)
- Fix to Nomad Lair model - big ships had issues docking to it. It now uses the spoke on the elongated end of the egg shape to dock ships to. Just aim for the shield generator and hit F3.
- Nomad thruster removed from Primus. No monkeying around with those.
- Removed USI trade encounters from the lanes in New Berlin and Hamburg. Not sure what those were still doing there, aside from getting blown up.
- Fixed the Order faction NPCs not showing a female model when throwing ship to ship comms.
- Name fixes to the NPCs in bases in Braunschweig
- Behemoth loses it's front guns on the NPC ships
- Added the Hudshift addon for players wanting to use it
- Added spin protection for PC vs PC collisions. Collision damage mod deactivated.
- Base shield only protects from 99% of all damage
- Barge: Hardpoint fix. Moved HPMount under the nose of the ship, should make it easier to dock the damned thing
- Nova torpedo, Hellfire Rockets and Incapacitators are now sold at practically every base
- Tweaks to the Nepthys (slightly slower, less bots/bats) and Avenger (slightly faster, more bots/bats)
- Tweaks to the Wasp and Hornet CD launchers: Hitpoints of the launcher boosted.
- Asco turning rate reduced slightly
- Coalition VHF turning rate adjusted
- IMG VHF turning rate adjusted
- NPC cargo options adjusted - unlawfuls can pretty much yarrharr their base material needs now.
- Tweaked Pennsylvania helium field to have a very high regen rate so new players don't run out of Helium.
- Fixed a mining config bug which failed to tweak prices for scrap at Beaumont and H3 at South Shields and Southampton
Proud member of "the most paranoid group of people in the community"
Quote:- Flipped various tradelanes around in all of Sirius to fix traders having to cross up to down while moving through. Can't imagine DSE having intended them to be inverting halfway in the system... just inconvenient that
I realised one thing when picked my bomber: all guns that have refire with 1.0 and lower now have ''refire time'' in end of gun list (low-right corner)
so you can keep an eye on it to see when you can fire with SNAC/Razor/Mortar again.
also great thanks for buffing Salamancas, they now looks more like a Corsair weapons.
but: ---Automatic multibox kick after 2 minutes.
is that mean I cant use 2 PCs on same IP? cause me and my father playing on Disco on same time usually