As requested by both official player faction representatives, Liberty Separatists and Xenos now have their rephacks lifted towards each other. Existing characters will need to improve their reputation to become neutral.
Liberty Navy & Bretonian Armed Forces (along with LSF and BIS) will have tech share downgraded as requested by official faction representatives. This will happen later in the future and we are making you aware in advance.
Changed Default-Rep for gd_bh_grp from -0.7 to 0
Changed Default-Rep for ga_n_grp from 0.3 to 0.7
Changed Default-Rep for ga_council_grp from -0.9 to 0.7
Changed Default-Rep for ga_gms_grp from 0.3 to 0.7
Changed Default-Rep for ga_efl_grp from 0.3 to 0.7
Changed Default-Rep for ga_idf_grp from 0.3 to 0.7
Changed Default-Rep for ga_sol_grp from 0.3 to 0.0
Changed base from EW15_01_base to EW15_05_base
Visited System/Stations: (Lawful are Gallic Cooperations, Police, Navy & OCI)
- added all lawfull Bases/Tradlanes/Jumpgates in Lorraine (Docked)
- added all lawfull Bases/Tradlanes/Jumpgates in Burgundy (Docked, Macon Base only viewed)
- added all lawfull Bases/Tradlanes/Jumpgates in Ile-de-France (Docked, Melun Research Institution only viewed)
- added all lawfull Bases/Jumpgates in Provence
- added all lawfull Bases/Tradlanes/Jumpgates in Languedoc (Docked)
- added all lawfull Bases/Tradlanes/Jumpgates in Orleans (Docked)
- added all lawfull Bases/Tradlanes/Jumpgates in Champangne (Docked)
- added all lawfull Bases/Tradlanes/Jumpgates in Picardy (Docked, Calais Research Facility only viewed)
- added all lawfull Bases/Tradlanes/Jumpgates in Zurich (Docked)
Blood Dragons and Coalition now share non-capital technology with each other at 90% as a result of recent alliances and the recent Coalition expansion into Kyushu.
Purchase restrictions on the indie Vagrants ID have been removed and a new restart "fcVagrant" has been added to the server.
The Liberty roleplay laws have been amended as per request.
The Rheinland laws have been amended as per request. The bbcode is broken, though, so if you want that fixed, shoot me a PM with the fixed code. Perhaps also consider a better font because I sure did suffer reading that.
The Gallic Unlawful Transport l'Ane can now be flown by Freelancer, Pirate and Natio Octovarium IDs. The Gallic counterpart of the Pirate Transport is now available to the general public, coming with the risk of upsetting local law enforcement for flying a ship made for Pirates.
Crayter rephack towards Unioners has been changed from "no less than 0.7" to "no more than 0 (neutral)" as per official faction request.
"- Cannot leave it's ZoI - listed below on this ID" changed to "- Cannot leave it's ZoI unless acompanied by K'Hara| or Vagrant. player ships in the same system"
Vagrant Indis should be able to use JDs and Survey Modules now. Increased the limit of Nomad Jump Bats from 70 to 1000 so they are in line with the human ones.
Nomads
The Nomads are sentient biological machines left over from a highly advanced alien race known as the "Daam K'vosh". The Daam K'vosh had intended to let the Nomads develop and colonise Sirius, but the human arrival disrupted this. The humans have taken many secrets which were left behind for the Nomads: Trade lanes, Jump gates, Cruise engines, Cardamine longevity. The Nomads can subvert humans by infesting their bodies.
Entity carrying this ID is a Nomad, which:
- Can engage any ship in the systems listed in the ZoI except for Nomad and Wild ships
- Can treat transports as combat targets, except while flying the Nomad Cruiser and Nomad Battleship
- Cannot leave it's ZoI - listed below on this ID
- Cannot ally with anyone except Nomads and Wild
- Cannot demand credits
- Cannot land anywhere except Nomad or Wild bases
-- s required to follow the roleplay engagement rules while uncloaked, prior to combat
ZoI: Omicrons, Tau-37, All Omegas systems except for Omega-3, Omega-7 and Omega-2
The Nomads are sentient biological machines left over from a highly advanced alien race known as the "Daam K'vosh". The Daam K'vosh had intended to let the Nomads develop and colonise Sirius, but the human arrival disrupted this. The humans have taken many secrets which were left behind for the Nomads: Trade lanes, Jump gates, Cruise engines, Cardamine longevity. The Nomads can subvert humans by infesting their bodies.
- Can attack any ship and treat transports as combat targets within its ZOI.
- Cannot leave it's ZoI unless acompanied by K'Hara| or Vagrant. player ships in the same system
- Can attack any ship in self-defence or to protect a ship with a Nomad, Vagrant, or Wild ID, anywhere.
- Cannot demand credits or cargo
- Cannot use jump drives
Is required to follow the roleplay engagement rules while uncloaked, prior to combat
ZoI: Omicrons, Omegas, Taus, Sigmas, systems containing a Nomad, Nomad Vagrant or Wild base, or alien jump gate.
Allowed Ships: All Nomad Ships