'88 Flak
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Moar stuff:
Edit: See belowThe full anti-spin solution should function exactly as shown in Why485 and KJ’s Anti-Spin POC video: http://www.youtube.com/watch?v=fKgWNcpXCA8&fmt=18
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Alrighty, RC127 will go live at 8:00PM EST. It can be grabbed as always at http://www.memes.no/88flak/forum/viewtopic.php?t=114 when it’s up.
Here’s the big cheese:
– Repaired the AI chase behaviors; AI now chase targets in cruise again.
– NPC persistance range raised, to help fix issues with random disappearances due to wingmen teleportation etc.
– Player view distance raised to 25km, from 15km.
– Global firing arcs reverted to RC125’s 35*.
– Re-added auto-strafe to all ships. This may help formation flight be a bit less stupid.
– Fixed issue where AI-piloted Heavy Lifters would not eject their cargo.
– AI-piloted Transports, Trains, and Lifters now eject cargo in an effort to fend off pirates much earlier.
– Fixed an issue where Player-Purchasable Base defenders would bail out of a fight at 40% hull. They now fight until they die.
– Beta RC builds are now tracked internally by Freelancer. This means you will be unable to join a server not running your current Beta RC (it will be grayed out). For the client, this is displayed as “Version 88.27 Build (xx)” in the lower-right of the title screen; for the server, this is displayed as “Version 88.27 Build (xx)” in the title bar. I realize this will lead to confusion among new people joining with the wrong RC (“why can’t I join the server?”), but it’s better than them joining and crashing themselves (or the server) out.
– Scanner ranges have been increased to utilize the new AI persistance ranges.
– Wingmen squads no longer spawn right at your doorstep, unless you are launching from a base or have just logged into space.
– Shot-attached muzzle flashes are a little smaller to make using cockpit view not as annoying.
– New Kusari Capital Ship turret effect, because the vanilla one stinks.
– Downsized the Bretonia Destroyer and Kusari Destroyer turret models, which were too large when fitted on smaller capitals like the Kusari Gunboat and covered too much of the ship.
– New Covenanter (previously Reaper), Hydra, and Harlequin models - http://the-starport.net/index.php?option=com_smf&Itemid=26&topic=1810.0 for more information.
– HF steering rates have been increased by ~10%.
– Freighter steering rates have been increased by 100%.
– Cruise charge-up times on Liners have been doubled (now that of a Capital Ship).
– Starflier (n00b LF) and Starblazer (n00b HF) now have a full armament of 4 and 6 guns, respectively - now, they only lack a Cruise Disruptor / Torpedo Launcher.
– Slightly reduced the global spawning rate of NPCs. Greatly reduced the spawning rate of random battlegroups.
– FLMM should no longer leave 88 Flak’s universe/system files (or any other misc files) laying about once 88 Flak is deactivated.
– Difficulty of the AI has been slightly toned down; they are a little more converative with their firing. AI Wingmen are unchanged, and still furiously attempt to annihilate foes.
– AI Wingmen are a little better at repairing themselves.
– Changing the AI difficulty level now changes missile and repair usage - AI are quicker with repairs and missiles on hard, and lax on repairs and missiles on easy.
– Bretonia “Reaper” VHF has been renamed to the “Covenanter”, after the British A13 “Covenanter” Cruiser Tank. For reference, the “Crusader” was the A15 Cruiser Tank, so it made sense to name the VHF this given that the HF is named the Crusader.
– Signifigantly raised chance of random Nanobot / Shield Battery loot off NPCs killed by a player.
– All costs of all items have been doubled - as such, all sell values of all items have been doubled as well.
– Longblade renamed to Stealthblade Mk I; the former Mk I and Mk II are now Mk II and Mk III, respectively.
– Small tweaks done to Homing missiles. Their FOV has been increased from 70* to 90*.
– Small tweaks done to EMP missiles. Their in-flight turning rates and FOV are now in-between Power missiles and Homing missiles.
– In-flight turning rates for Capital Ship Missiles and Torpedoes halved.
– Capital Ship Missile Turrets now rotate twice as quickly.
– Suggested usage roles for a ship class are now displayed in the ship stats.
– VHFs have been re-built from the ground up. A hybrid of the old VHF design and the pending Stealth HF Bomber design, they now function as a Heavy Bomber with stealth capabilities. They now feature a Twin Torpedo, with 3 Turrets (one of which will have full 360* rotation) as support weapons, and the same twin shield setup that they had before - however, they only have 50 Nanobots, and can not carry any Shield Batteries. In addition, cruise charge-up time has been increased to 8 seconds (that of a Capital Ship), and when the cloak is engaged, your shields will be knocked out. They retain the same characteristic slow movement, however turn 75% faster.
– w0dk4’s Global Server Workaround now defaults to off. The GLS Workaround is more reliable, however can sometimes ignore manual direct connects specified with the -s parameter when launching Freelancer.
– Sniper Turrets are no longer a VHF-exclusive item, and are now dropped as rare items.
– Sniper Turret power usage lowered from 5000 to 4500 per shot, to allow use on a LF at the expense of the LF’s entire power supply.
– Fixed issues (again) with Repair Ship dropping items on death, and fixed issues with Kusari Hydra dropping items on death.
– Houses now have a “security” rating that affects spawns, displayed when you enter the system or launch from a base. Core house systems - New York, New London, etc. are now “Maximum Security”, and here you will see a lot of friendly help (provided you’re not a pirate). This works all the way down to “Minimum Security,” for certain systems like Chugoku, home of the Blood Dragons, or Omicron Alpha, home of the Outcasts, where you will find large pirate battlegroups. For reference, “Low Security” systems behave like systems from previous 88 Flak releases, where you’d get an equal chance for anything to spawn randomly. Fighting in a system with a security rating that is not in your favor will result in more rare item drops, since there won’t be as much AI help (as you only get rares from un-assisted kills). All in all, this makes the starting systems (core house systems) much safer, so starting out should no longer be as brutal as before.
– Shields now only ramp up 1.1x per level, with 2500 capacity / 55 regen as a base for light shields and 3000 capacity / 60 regen as a base for heavy shields - this means lower-class shields are far more efficient, while higher-class shields are a little less efficient. Power usage still ramps up 1.4x per level.
– Rare items are now automatically marked when dropped, to make them easier to see.
– Operative Tokens and Wingmen Licenses are no longer dropped on death, and can no longer be traded. Want to help your friend get easy wingmen? Give them cash for the faction bribe instead.
– Kill Tokens are no longer dropped on death, and can no longer be traded. If you die, you lose your kill streak.
– Arena Tokens are now properly mounted when purchasing a new ship in Alaska.
– Cleaned up “important information” displayed when installing the mod via FLMM. The afterburner notice in particular is a little more visible now.
– Roll controls have finally been added, after sitting on the todo list for like a year (oops, sorry Son’a). =P
– Partial camera swing (“Half-Tilt”) can now be selected for Capital Ships.
– Wide camera swing (“Full-Tilt”) removed from Freighters, as they now turn much quicker.
– Capital Ships now properly dodge incoming ordinance, including Torpedoes.
– Counter-Measures are now slightly more effective (by 10% each).
– Pulse Gun energy damages have been increased by 1.5x.
– Cruise Disruptor cargo space usage halved.
– Missiles have been rebalanced. While their behavior hasn’t changed much, the damage gap between missiles was greatly reduced, using the Catapult as a base - essentially, a Javelin will only do slightly less damage, while a Cannonball will only do slightly more - since the Catapult is the staple of PvP combat, I figured that’d be a good base. From there you can fork out some (lots) of cash for a slight damage increase. Refire rates have not been changed; a Cannonball will still be slower-firing than a Catapult. This change also applies to Homing/EMP missiles, and Normal/EMP mines.
– Missiles now range from Class 1-5, instead of Class 1-9 (a Catapult is now Class 3 instead of 5, Cannonball now Class 5 instead of 9), so that all missiles may be fitted on a LF.
– Fixed an issue where AI would randomly wander off to attack a far-away base during a fight (fine out of combat, but kill stuff near you first!).
– Added 0.1* to all inaccuracy cones. A Class 1 weapon now has a 0.2* (best possible) inaccuracy cone, a Class 3 has a 0.4*, etc.
– Removed the dummy-dw15 crash-restart protection for FLServer, which prevented the error popup and allowed FLServer to be easily restarted. It’s not like 88 Flak causes FLServer to crash much anyways, so I dunno why I had it in there to begin with.
– New “Toggle Auto-Level Camera” control, which must be toggled to allow roll maneuvers in chase-cam. It’s also for that more space-y feel when dogfighting (why does everything have to be right-side up all the time?).
– Fixed issue with AI Bot handling code that caused Grim’s Green and Outsider’s Followers to not appear in the NPC Arenas (Arena Bot handler didn’t support bots that flew in pairs).
– Fighters now have a small window of time (about 4/10 of a second) to utilize Nanobots to recover from an instant-kill attack (such as twin torpedoes, chain-linked power missiles, etc.).
– Better death effects for fighters (a bit more like oldschool Flak).
– Added contrails to the lower fins of the Starblazer and Starstinger HFs.
– Weapon cooldowns (number of seconds until the weapon can be fired again) are now displayed in the Weapons List - http://img.photobucket.com/albums/v521/foxUnit01/88Flak/Other/CooldownTimers.jpg
– Fixed up a bad OpenSP mission trigger that caused OpenSP games to crash.
– Capital / WP / Station weapons renamed to use military hull designations (BB, DD, CA, PG for Battleship, Destroyer, Cruiser, and Gunboat) to save space on the Weapons List due to the inclusion of weapon cooldown stats.
– AI Fighters are no longer untargeted and marked as dead when they enter their death fuses - it now waits for the ship to actually die. This was especially annoying as fighters can now pull themselves out of a death fuse via well-timed Nanobot usage.
– Improved the player-purchasable base defense NPC. It should undock from the station quicker than before to provide assistance.
– Major rebalances to prices of ammo for missiles/mines. There is much less penalty for using higher class missiles/mines (especially with the new missile/mine balance).
– Both types of torpedoes are a little cheaper. A Starkiller Torpedo is still substantially cheaper than a Sunslayer, however.
– New descriptions for EMP mines. Added IFF warning (or lack thereof) for all mines.
– Cruise Disruptor ammo is now a bit cheaper.
– Nanobots and Shield Batteries now drop at a slightly higher rate than before.
– Ammo drop rates tweaked.
– Retooled a few AI Bot loadouts to be more sensible and to bring them in line with new balancing.
– Nomad ships (both AI and player-flown) now regenerate very small amounts of armor over time. It will take a Nomad Fighter approximately 4 minutes to regenerate its entire hull; it will take a Nomad Battleship approximately an hour. Mountable items that have more meaningful armor regneration (perhaps at a cost to total armor) will be introduced later.
– Re-added in the OpenSP support option to allow piloting of ships with cloaks in SP.
– Starting reputations tweaked. You now start out with higher overall reputation. It should also be a little easier to become a pirate.
– AI Bots now drop cargo on death.
– Stationary Storage Depots (un-related to the player-flown Storage Depot) are now much weaker and correctly dump all cargo when destroyed. They also carry much more stuff.
– All factions now offer all of their equipment at each of their bases. If you stop by a Rogues base, they will offer you everything in their arsenal; this means that you can now get decent equipment in Liberty, whereas before you could only buy low-class equipment, and could not buy Torpedoes, CDs, etc. This works both ways as well, allowing you to purchase lower-class equipment (like Javelins) in previously high-class only areas, like the Omicrons (this is essential due to the new rebalances). All equipment market data was completely rewritten from the ground up for this change; the old equipment markets file had 28,922 lines of code (1.62MB) - the new equipment markets file has 37,206 lines of code (2.09MB).
– Armored Transport now only totes 6 Class 5 weapons, instead of 9.
– Armored Transport now only carries 300 cargo, instead of 350.
– Corrected some reputation issues with Xenos. On the whole, killing Xenos is now a little rougher on your reputation, with very little gain from it. Don’t pick on them unless you’re desperate for cash.
– Small tweak to the AI Companion Bot system to be more compatible with OpenSP. If your bots aren’t shooting anything in OpenSP, make a new game and they should work fine.
– Small tweaks to Bounty Hunters Guild operation. They now attack targets of interest to local police and corporations - basically, if you piss off a corporation, expect the Bounty Hunters to show up at your doorstep looking to collect on a bounty.
– You now get a little more Zoner rep for killing Nomads.
– Capital Ships and AI Bots now have twice the chance to drop a rare item.
– Upgraded asteroid fields. They no longer look as ugly when you shoot them, and the explosion color now matches the color of the asteroid. Also, the asteroid field in the bottom unknown Nomad system now features previously unused Nomad asteroids.
– Added a new title screen, and replaced one of the existing repetitive ones.
– Full anti-spin protection implemented for Battleships and Stations. If enabled, Battleships and Stations will be protected against “spinning”, which occurs when another ship collides with you in Multiplayer (Singleplayer does not suffer this bug). However, this solution causes Battleships and Stations to violently “wag” back and forth during autopilot; if this bothers you, there is an option to disable the anti-spin protection. Autopilot will be completely restored, and you will still be partially protected from spinning, however NPCs may still spin you once and a while (even though AI are designed to avoid ramming ships).
– New Capital Ship explosion effects.
– Decreased the firing delay on the Trajectory Disruptor from 30 seconds to 10, to allow it to be actually viable as a disorientation weapon in PvP.
– Fixed an NPC loadout for the Anubis; one loadout carried a Sunslayer Torpedo Launcher, but Starkiller Torpedo ammo (and was thus unable to attack Capitals).Edit: Also, for anyone waiting for the 8PM launch, head on over to http://www.memes.no/88flak/phpfreechat-1.2/ (uses your forum account) - maybe you can even get your paws on it early. =3
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Damn…that’s one helluva an update!
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lazy copypasta Hey gang, here’s RC128. It’s mostly bugfixes to RC127’s major showstopping bugs, such as the lag that occured when someone switched players or respawned.
– Removed a faulty mission script trigger that was used in testing, which caused “mTriggers are Active” to popup whenever a player changed characters, and also caused a bit of lag.
– Fixed engines not being sold in Player-Purchasable Bases, an oversight from the last RC’s market changes.
– Fixed awful weapon placement on the Covenanter, as well as contrails being faulty. Don’t know what happened there.
– Repair Ship now features automatic self-repair (80 hull/sec).
– Nomad Fighter weaponry weakened to balance out the ship a little more.
– Fixed poor weapon placement on the Eagle. Its 360* mount could in reality only turn 120*.
– Nomad Fighter now only carries 10 Nanobots, instead of 40 - it can pull out of a single missile hit, but that’s about it.
– Storage Depot now has 3,000,000 health instead of a mere 300,000 - doesn’t matter for PvP (as they have an Anti-PvP Token mounted), but this should help stop a single Sunslayer from an NPC sinking your bank.
– Raised Torpedo explosion radius to fix certain exploits.
– Removed armor regen from Nomad Gunboat and Nomad Battleship.
– Possible improvements to stability of debris.
– Jump Gates and Jump Holes are now much weaker and more susceptible to being shut down. When trading, bringing along an auxiliary Repair Turret may not be the worst idea, in the event the Jump Gate / Jump Hole collapses while you’re under attack.
– Any hull regeneration for a ship is listed under Added / Included Equipment.
– Added a small cone of fire to the Sniper Turrets - this should help them hit hull a bit more.
– Small tweaks and improvements to all death fuses. The timeframe to use a Nanobot as you’re dieing (to save yourself) has been slightly lengthened to account for possible server lag.
– System security ratings now have more weight in determining what spawns.
– Fixed “Unlawful Freelance Operative” token not being sold at Player-Purchasable Bases.
– Fixed a crash that occured if you blew up one of the new Nomad Asteroids.
– Fixed New York weirdness. If you clicked a commodity and clicked “Trade Routes”, NY bases would not show in the list.Edit: On a side note: http://www.memes.no/88flak/forum/viewtopic.php?t=1689
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Looks like this is a pretty cool mod. There’s a couple problems though. I’m an old FL player. I used to play online when the community was quite large years ago.
So if this is one of the better mods out there… why have I not seen a single person on any of the three servers within the last three days?
Also, what exactly does one do in 88 Flak? I understand it’s all about freedom, but what is the point of the freedom without others to interact with? Is there a story in 88 flak?
I’m not complaining, necessarily… I just feel like I’m missing something. I would like to get back into this great game but it seems I might be too late.
Info?
P.S. I I hope I don’t sound rude, I’m just kind of a to-the-point kind of person.
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Is this singleplayer– I’m just curious
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It is possible to play Flak88 in SP, but just wanted to note that MANY features are only aviable in the MP mode. So I recommend it…hehe, FL in multiplayer just rocks
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There is a new dedicated server out there (! gratz at HazardFN & Foxy !!!) and they might move the char files to there - maybe the activity will raise then, too.
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Flak (as far as i’ve seen) has a pretty big playerbase… we just all don’t get on at once… lol… and now were over a few different servers… so a main one with a strong con would help a bit… but the main problem is…
FOX made it just tooooo much fun in SP… hehe…
and yes… 1.28 is the latest version released shortly after 1.27. Fox fixed a ton of bugs between the two, i got confused at release of 1.28 because the main server was still showing 1.27 and not letting me join… so i went into SP mode for a bit with 'me trusty wingmen… maybe a few others did the same… lol
How’s about a FLAK event? many of us have it even if we don’t always play it… im not thinking a battle event or anything… more a “meet & greet”… FLAK open day! … In a mod like flak… that might just work. The admins and regulars could stage big battles and show of the cooler stuff for the “guests”… Just an idea
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Aye, I’ve been busy this past week with finishing up my summer courses, so I’ve been bad with posting my usual updates in the Flak forums. However, quite a bit is happening behind the scenes, with Hazard’s new server getting set up and M0tah and I prepping for a full release, as he stated. Hopefully by the end of the week we’ll be able to pull everything together and we can all party on the server and stuff. XD
starred_one wrote:
Is this singleplayer– I’m just curiousHey Starred_one, yes, Flak comes standard with OpenSP support (no campaign support yet, but that may come as I and others have been working more with story scripting lately). However, it is very recommended that, if you’re able, to start up your own local multiplayer server to play on by yourself, as you’ll be able to use many of 88 Flak’s features that just plain old don’t work in SP (AI wingmen, cloaks, regenerative hull things, etc.). In fact, 88 Flak has a special feature geared for solo players: AI Companion Bots - that allow you to convert any characters you make on your own server into AI wingmen. Thus, if you were to make 5 characters on your server, you could fly one while using the other 4 as AI wingmen, essentially allowing you to build up a whole fleet at once instead of just a single character.
Wolfenix wrote:
Looks like this is a pretty cool mod. There’s a couple problems though. I’m an old FL player. I used to play online when the community was quite large years ago.So if this is one of the better mods out there… why have I not seen a single person on any of the three servers within the last three days?
Also, what exactly does one do in 88 Flak? I understand it’s all about freedom, but what is the point of the freedom without others to interact with? Is there a story in 88 flak?
I’m not complaining, necessarily… I just feel like I’m missing something. I would like to get back into this great game but it seems I might be too late.
Info?
P.S. I I hope I don’t sound rude, I’m just kind of a to-the-point kind of person.
Hey Wolfenix, not at all, these are some pretty valid questions. First, with the server player counts - I can’t really give you any solid reason for a lack in server activity, but my guess would be that, since server activity is greatest around new releases, player numbers may have fallen due to a lack of recent updates on the forums, as everyone involved with the project has been relatively busy these past few weeks. In addition, I believe most of Flak’s players are in the northern hemisphere, and as such many may simply be enjoying the rest of their summer. Finally, as Bas put it, there have been some recent changes with servers, and I believe many people are waiting for characters to be transferred to Hazard’s new 24/7 server - of course, all of that is still being worked out.
As for the mod itself, that’s a tougher question. Quite honestly, the core goal of Flak is to give players a fun and challenging combat atmosphere. It is designed to be a bit of a PvE / PvP sandbox, where if you feel like blowing up Rochester Base, you’re able to, and get loot from it. Flak’s gameplay can be sorta likened to old fashioned dungeon crawling - when killing AI, destroying bases, etc., there is always a slim chance of a rare item to drop (of which there are over 80 rare items), which can be used in some way to finely tune your ship’s power and shielding systems - and, of course, this loot can be sold for cash as well. When you have enough cash, you can eventually gamble it all for entry into one of several (still work-in-progress) “challenge systems”, where you will have to slay some ridiculously crazy boss for unique rewards such as an item that sets your ship on fire, a token that allows your ship to pull a 5 second cloak for a quick upper hand in a fight, etc. (again, challenge stuff is work-in-progress, but it’ll be finished soon!) This is all intended as a replacement to FL’s standard Random Mission fare, where you took on the same old set of missions over and over to make some amount of cash that you would eventually spend on the “best ship”, and be done with it.
… That was a long ramble, but I hope that helped answer your questions.
Xarian_Prime wrote:
Flak (as far as i’ve seen) has a pretty big playerbase… we just all don’t get on at once… lol… and now were over a few different servers… so a main one with a strong con would help a bit… but the main problem is…FOX made it just tooooo much fun in SP… hehe…
and yes… 1.28 is the latest version released shortly after 1.27. Fox fixed a ton of bugs between the two, i got confused at release of 1.28 because the main server was still showing 1.27 and not letting me join… so i went into SP mode for a bit with 'me trusty wingmen… maybe a few others did the same… lol
How’s about a FLAK event? many of us have it even if we don’t always play it… im not thinking a battle event or anything… more a “meet & greet”… FLAK open day! … In a mod like flak… that might just work. The admins and regulars could stage big battles and show of the cooler stuff for the “guests”… Just an idea
Yeah, something along these lines is planned. XD
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Hey Fox. Thanks for answering my questions and being understanding. It is refreshing to see a group that is willing to do so instead of posting “you st00pid n00b-face go away” type crap from the 13 year olds I’ve seen on other mods(Warcraft 3’s DotA…). I will hope to see an increase in player base soon.
I dowant to say that I very much like missions. It is more of a personal thing. in PvE the only choice you really have at the moment is basically being a pirate. Except for for targeting certain groups, which can prove difficult if you aren’t exactly familiar with the freelancer star systems. Basically, what I’m trying to say is that when I log into 88 Flak I am more or less lost, and somewhat discouraged. I’m sure any other new people to freelancer will feel almost exactly the same, thus making it pretty hard to secure some new players. Perhaps it might be a good idea to dedicate the starting planets/stations’ NPCs to give out missions specifically designed to familiarize newcomers to your mod, as well as make them excited to play it. A nice trailer will do nothing if people spend the time and effort to get your mod and then are discouraged within the first 5 minutes(as both My brother and I were… two potentially new players). Just my opinion.
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Here’s the next release so far…
Edit: See later post
I’ll keep this list updated as it progresses; feel free to discuss either here or in this thread. Changes are subject to change.
As it is currently, RC129 will probably be released as another normal beta release so that all this stuff can be tested in a live setting and feedback can be given. At that point, a full release will be prepped, tested, and then distributed to community sites etc. with large server parties and much drinking. After, development will begin again in the same fashion it is now, but instead with each RC simply being a full release - since 88 Flak will be distributed to sites every release, this should put it more in the public spotlight as it will be downloadable from many places, instead of just the forums.
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Edited the above list.
Now with AI-Specific death messages!
Note that this was a test using foxBot in wingman form, so it was treated like any NPC - real AI Bot death messages would simply read the bot’s name, IE “DeathFlier was killed by foxBot with guns and missiles / torpedoes.” -
More changes:
– Major improvements to functionality and stability of MP mission scripting, thanks to M0tah.
– Fixed the death_comm related bug.
– Removed the tips section from the death message text, as the tips text from the F5 tips screen is shown right below it.
– Currently active server options are now reported to the bottom of the F5 tips screen, so you don’t have to make a new character to see which options are enabled.
– Torpedo splash damage radius has been halved from 360m to 180m.
– The Player-Carrier stat displayed on ships now displays rather that ship can actually dock on player-carriers or not.
– Nomad Fighters now have a 20 Nanobot limit, raised from 10 (which was mistakenly 5 in the actual code, oops!). They also regenerate hull at 80hp/s, raised from 60hp/s.
– Repair Ship self-repair now repairs 100hp/s, raised from 80hp/s.
– Power Modulators now grant small amounts of hull regneration (5hp/s and 10hp/s respectively), so that putting a single dent in your ship no longer requires you to use Nanobots or go repair.
– Nomad Fighter weaponry has been buffed. It now deals more damage, and carries a faster firing rate.
– Adjustments made to price of various trade ships. The Large Transport / Train & Heavy Lifter, as well as the two Liners, are all $1,000,000 more (adding $50,000 to their Death Penalties). This was done to make trading in a Small Transport / Train - even though they are inferior traders - more worthwhile and cost-effective to pilot as a low-risk trader.
– Player-Purchasable bases now correctly sell the Order Shield and Order Thruster (which is needed, as that’s one of the few ways to obtain such items).
– The Faction Tag Removal guy has been turned into a “Mysterious Vendor” (sells all Player-Purchasable Bases, as well as some other goodies).
– Player-Purchasable Base offers now list the system where the PBase you’re about to purshase resides.
– Challenge systems are now based on a Credit Chip requirement, rather than Kill Tokens. Perhaps everybody’s precious cash reserves will actually be useful again.
– VHFs can now mount regular weaponry over the CD/Torpedo mount. The power supply, however, has not been increased, so overloading your VHF may not be wise.
– Ships are now automatically untargeted when they pass the death-revive threshold.
– Re-organization to the mission script structure. This fixes an issue with the F5 tips screen printing multiple times.
– A Class 5 EMP Missile, the Decimator Missile (Eraser -> Sweeper -> Neutralizer -> Paralyzer -> Decimator). Although the EMP missiles were previously classed as Class 2-5, they were in reality Class 1-4, so the Decimator rounds out the EMP line.
– Missile, CD, Mine, and Torpedo prices have been adjusted to be more reasonable. Previously, a single launcher was sometimes worth upwards of $250,000.
– Doubled damage of all guns, as guns were on the weaker side in general - missiles have not been changed. However, all power usages of guns have been doubled as well.
– Less stupid positioning of added fins on the Covenanter and Hydra VHFs.
– Added option to enable higher effect view distances but not the new effects themselves when using High-End FX.
– Better Cruise Disruption effects (now colored by engine color).
– The high-end damage effect now correctly only plays when High-End FX is activated. This should result in a large performance gain for those computers that don’t use / can’t quite handle High-End FX.
– High-resolution textures are no longer applied if High-End FX is not selected. This should result in a large performance gain for those computers that don’t use / can’t quite handle High-End FX.
– Major shield power draw rebalances. Shields are now balanced to the rare item formula of 5 Shield Regen = 1 Power Regen, and 100 Shield Capacity = 1 Power Regen.
– Shields have been majorly reworked, with low-class shields having a higher regen:capacity ratio and a low offline time, and high-class shields having a higher capacity:regen ratio and a long offline time - this makes low-class shields best against missile assaults, while high-class shields are best against sustained damage.
– Rare items have been slightly rebalanced. If you’re looking to finely tune your shield capacity/regeneration : power draw ratio, it is now much more efficient to do so via use of rare items - to the point where it’s worth combining a low-class shield and capacity/regen rares to “make” a high-class shield. Before, if trying to save power, it was always far more efficient to simply drop a shield class.
– The Light / Heavy Power Modulators now grant 200 / 400 added power regen, respectively, decreased from 300 / 600.
– Fixed an issue with AI Companion Bots ignoring your selected engagement settings (they were stuck on always engaging hostile targets, even if you picked “always engage unlawfuls” etc.)
– The 3D Sound Notice now displays when you launch from the n00b Base, since people seem to miss it in the menu.
– Tweaked behavior of the Wasp / Nomad Cruise Disruptor and the Hornet. The Wasp / NCD is now a very agile, short-range CD missiles (4.5km range), while the Hornet is a slower, long-range CD missile (8.5km range) with a wide area of effect.
– The debris option is no longer marked as “slightly unstable”, as it appears RC128’s stability fix did the trick.
– Increased the amount of shielding given from a Shield Battery to 1000, from 750.
– Lowered the resolution of Why485’s High-End FX smoke effect, which should result in a large FPS gain with minimal quality loss when using High-End FX.
– AI weapon usage has been slightly scaled back to ease up the difficulty a little. AI Bots remain unchanged.
– Commodities can no longer be traded in Alaska and subsequently linked systems, to correct trading exploits (and if you eject Commodities in these systems, they will be placed back in your hold). All other item types (normal items, rares, etc.) can all still be traded normally.
– Added four contrails to the Serafina, since it was lacking 'em entirely.
– Stations, Weapons Platforms, etc. all affect your reputation when killed - the amount of reputation drop is multiplied by the severity of the attack and the importance of the target - killing common NPCs is worth a fair amount of reputation, killing Players / AI Bots is worth a large amount of reputation, and killing Stations / WPs is worth a huge amount of reputation. If you single-handedly slaugter a Station, you will go from full friendly to nearly hostile for that faction (with relevant reputation changes applied to allies etc. as well)
– Reputation drop is now roughly based off the formula “inflicted damage on target / total damage on target” - meaning, if you only inflict 20% of the damage to a ship, you will only receive 20% of the full rep drop - but if you single-handedly butcher a target, you will receive a full rep drop (roughly 22.5% of the rep bar depending on target).
– Death messages are now shown when Stations, AI Wingmen, and AI Bots are killed - “A Navy Patriot was killed by a 3 Rogue ships with guns and missiles / torpedoes.”, “foxBot was killed by DeathFlier with guns.”, etc.
– Bribes for Nomads are now only offered by the robot in Nomad Buoys - you can no longer take the bribe on the neutral easter-egg planets.
– Added 26 AI Bots to the AI Companion roster, increasing the number of selectable AI Companions to 30 unique bots spannning a total of 52 different loadout selections to add to your AI Companion squad.
– 88 Flak ST music is now handled in a seperate music_st.ini activated by the ST, which will stop “Missing Sound File” errors when the ST is not activated.
– All 30 unique bots now have individual bot mini-factions and can be seen roaming the universe.
– Certain AI Bots now occupy their time trading various goods.
– Player-Purchasable Bases now sell all fighters and transports - there is a new mod option that will allow you to select the ship sold for you at Player-Purchasable Bases.Many thanks to M0tah for the hard work he’s been putting in the past few weeks to help get Flak out the door, and putting up with all my shenanigans. =3
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More stuff:
– AI are now more likely to assist you / other friendlies in a distant fight (before, they’d always ignore fights in progress when far away).
– Bot AI / Hard Mode AI now have slightly slower repair usage times, instead of slightly quicker repair usage times, as delaying before Nanobot or Shield Battery presses is actually more efficient for AI usage. Before, they were using them too quickly and weren’t always getting the full benefit per-Nanobot/Battery.
– Better commodity market data for Ryuku Base and Heaven’s Gate (real name of Tekagi’s Base) in the Tohoku system. Before, they were treated as misc/rare bases in the commodity market, with all commodities sold for near-nothing.
– Better explosions for Nomad Fighter, Gunboat, and Battleship. The explosion creates nomad-y trails instead of fire/smoke trails, which suits the ships a little more. The nomad-y trails were given to all Nomad equipment as well.
– 8-Way Strafe plugin added courtesy of Adoxa. This allows vertical strafing to be used in tandem with horizontal strafing.
– Reorganized the SourceFiles folder; placed all files in folders by author.
– Player tags are now handled manually; you may set your tag with /tag (faction), for example “/tag Liberty Navy”. Purchasing an operative tag with no other tag present will still change your tag as always.
– Added another title song / screen.