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1.27 betas (RC130 - 01/30/10) 
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Yay Pink! (it's badass)
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Location: Maine
Post 1.27 betas (RC130 - 01/30/10)
Although this beta is indeed a beta, I'd highly recommend playing whatever's listed here over previous versions. Betas are also updated almost daily, so if you find a bug or have a suggestion please post it! This way, it can be seen and worked into the mod!

IMPORTANT! Always make sure you're running the latest version! If not, strange things may occur.


This will require Freelancer Mod Manager - download it here: http://www.memes.no/88flak/downloads/FLMMInstaller.exe
Important: PLEASE notify me (forum private message, e-mail, etc.) if there's ever a server crash. If possible, try to remember what you were doing at the time - the area you were in, rather you were cruising along a Trade Lane, if NPCs had just spawned in, etc. Server crashes are the #1 priority bug of the mod, and I'm aiming to have NO server crash problems for the public release of 1.27. Any input on server crashes is VERY appriciated! Thanks. =)
The 24/7 Server's IP is 88.159.160.79:2302
You can view server information here.

Quote:
Flak 1.27 totes features such as:
-- A re-done flight model (engine kill is now on all ships, and most classes drift around more to be specific)
-- Large balance overhaul (VHFs no longer suck, for real this time! =P )
-- Further improved AI
-- The new "bot" squads for anti-social people ( viewtopic.php?t=106 )
-- Increased sight range on players and NPCs (players show up at 20Km un-grouped instead of 5Km, 150Km grouped instead of 10Km. NPCs show up at 5Km instead of 2.5Km)
-- Faction affiliations (getting friendly with a faction automatically prefixes your name with that faction's tag, and you will show up hostile/friendly to any player hostile/friendly with your faction)
-- Better asteroid fields (you can now move a Battleship or Station through one without frustration)
-- A new pilotable station (Rochester Base), making for 31 pilotable stations now.
-- 10 new NPC voices (17 total!)
-- One large crap-load of minor tweaks to make Flak play better.
-- Another large crap-load of bug-fixes and crash-fixes, served warm. =)


Recent RC Changelogs:
RC130 (01/30/10):
-- Removed the tutorial script, as was not working very well with high player counts and may have been leading to crashes (this was the RC129 Hotfix Patch).
-- Fixed the in-game 3D Sound Notice.
-- Roaming AI Bot presence has been increased. Bot relations are now a little more important.
-- Adjustments to the AI chase-targets-in-cruise behavior that should help stop some of the random NPC disappearance issues.
-- Improved the general responsiveness of death fuses. Effects now start as soon as the death fuse starts, and while the effect firing remains randomized, there is always an explosion right at the start of the fuse.
-- Tweaked spawning rates of AI VHFs - they now only spawn in select positions of assault/defense wings, balancing AI groups a little more.
-- AI Bot donations are now cheaper, and will appear more often.
-- Player-Purchasable Bases are approximately $4.4 million.
-- All Player-Purchasable Bases are now armed with anti-fighter support Small Capitals. Before, some were armed with support Battleships or even support Mobile Stations, which weren't very effective anti-fighter defense.
-- Corrected an issue where reputations would not change when playing an OpenSP game.
-- The Storage Depot now only travels at 250m/s when in cruise (1/3 of full cruise speed).
-- Fixed a bug where the Bretonia Destroyer had a 4s cruise charge time, instead of 8s like all other capitals.
-- VHFs now have a 4s cruise charge time, decreased from 8s.
-- Transports and Liners now only regenerate 10% of their power regen while in cruise, similar to Capital Ships.
-- Multi-instance support removed.
-- Fixed some ugly hardpointing with Sniper Turret weapon models.
-- Added a high-end asteroid fields option that renders more asteroids at greater distances.
-- Fixed rare scanners and rare ship tokens not being automatically marked.
-- Credit Chips are now always dropped from NPC Capital Ships, regardless of rather players did most of the damage or not. Since you'll usually have AI assistance engaging Capitals, this makes it a little more worth it.
-- Random loot (including rares) should now drop from Transports and Capital Ships like it's supposed to.
-- NPC ranks are now organized by ship class, increasing by size / bulk - PLFs are 1, LFs are 2, Freighters are 5, Large Capitals are 8, etc. This should make it much easier to distinguish your target at a moment's glance, especially if you forget which ships are what.
-- NPC rank titles are now based around their task, instead of an arbitrary title of "Rookie," "Veteran," etc. Instead, they now carry more descriptive titles such as "Patroller," "Raider," "Hauler," "Forager," etc.
-- AI are now a little sharper with missile evasion. While normal NPCs aren't changed much, AI Bots (or Hard Mode AI) will now only enter drastic evasion if under a swarm of incoming ordinance (before, you could break off their attacks and give yourself breathing room by firing only a single missile).
-- Total death fuse time for fighters extended to 4 seconds, extending the pull-out-of-death timeframe (time you can use a Nanobot after 0 health to save yourself) to 2 seconds.
-- Ships now catch fire at 1/2 health, and again at 1/4 health, instead of arbitrary values before. This applies to all ships, including Capital Ships and Liners, which previously only caught fire when near death.
-- Random server crashes in damage-handling code (HkCb_AddDmgEntry in FLHook) fixed.
-- Server crash related to /rename fixed.
-- Fixed a glitch where Challenge Systems could not be entered, even if the correct amount of Credit Chips were held.
-- Base shield damage is now 35% of a weapon's hull damage, decreased from 40%. This gives the basic end effect of increased shield capacity / regen (rares included), without needing to raise power demands of shields (as they're very carefully balanced in power usage with rare items).
-- Shield resistances are now more important; using a weapon against a shield resistant to that weapon type will now reduce damage by 30% (previously 20%), and using a weapon against a shield weak to that weapon type will increase damage by 50% (previously 20%).
-- Pulse weapon resistances / affinities removed - in other words, Graviton Shields are no longer strong against Pulse weapons, and Positron Shields are no longer weak against Pulse weapons.
-- Shield Batteries have been toned down; they now only replenish 750 shield per battery (decreased 25% from 1000).
-- Slightly decreased the annoying amounts of Molly / IMG empathy. They now share an empathy amount similar to Xenos / IMG.
-- Changed the reputation of two Trade Lane Buoy WPs in Sigma-13, as there were GMG buoys next to an ALG / Military outpost that were always fighting (GMG and Rheinland hate eachother).
-- The Nomad bribe will now always appear on the Nomad Buoys.
-- Gas Pocket fields are now mineable again.
-- The Rogue Drail is now correctly classed as a Class 2 weapon (mistakenly classed as a Class 3 with a price tag to match, despite carrying Class 2 stats).
-- The default NPC density has been raised. Player AI Wingmen now come in squads of either 4 fighters or 1 capital / 1 fighter.
-- All storyline holes have been locked, as there was too much trading abuse.
-- Raised reputation requirements of commodities.
-- Removed faction-join bribes from bartenders. Full reputation must now be earned in merit, not in cash.
-- Corrected some minor issues with rare Nomad weaponry (Nomad Prototype, Nomad Energy Cannon, etc.)
-- Added a selectable ship slot at Player-Purchasable Bases - you can now define two ships sold at PBases, instead of just one.
-- Major improvements to the AI Wingmen system; AI wingmen will follow more responsively.
-- Fixed an issue where you would randomly collide with an invisible object when using AI Wingmen - Wingmen can now be properly used with the Sleeper Ship, most Stations, etc. That object is actually the squad leader for the wingmen, which controls when the wingmen should attack and when they should return to you; it is now always intangible.
-- Somewhat fixed the issue where, if you jumped systems, your next AI Wingmen squad would be in a strange formation until you docked at a base.
-- The explosion radius for missiles has been slightly reduced; this will have no affect on actual missile performance, but should stop accidentally tagging nearby neutral ships in the explosion (and thus turning them hostile).
-- Torpedo tracking rates have been increased (half-way in-between RC129 and RC126 values).
-- Improvements to the Liberty Cruiser and Forward Guns - now, when using the Liberty FG on the Liberty Cruiser, the cruiser's built-in gun is used as a firing point. Any other weapon mounted to that slot will be placed at an actual point.
-- Small optimization to system structure (slightly fewer zones to process; the AI Companion Bot now uses 51 paths instead of 101 - far optimized over the first 204)
-- The Liberty Gunboat, modeled by Why485 and imported with assistance from MegalodonEC, has been added to the game.
-- Large ships (Transports, Capital Ships, etc.) now have a small degree of banking to assist in turning, which should help eliminate Capital Ship fights degrading into simply turning down all the time.
-- 10x LOD functionality reworked - it now correctly displays all objects at exactly 10x their vanilla distance without screwing up on single-LOD meshes (Serafina, new Liberty Gunboat, etc.). It also no longer erroneously renders certain objects at 20-100x distance (error in LOD calculation formula). Overall, it looks a little uglier, but is far more efficient.
-- Security ratings now have slightly more impact on spawning rates - particularly in High Security systems (before, there wasn't too much of a difference between a High Security and Low Security system). Core Security systems are unchanged.
-- Storage Depots are now only sold in Alaska. The Repair Ship is now featured at the starting base.
-- Storage Depots can no longer purchase trade commodities (Credit Chips etc. do not apply).
-- Slightly increased the amount of loot dropped from minable asteroids.
-- Fixed an issue where multiplayer mission scripts would not restart properly if you clicked "Respawn" too quickly after death.
-- Cardamine and Alien Artifacts now take up slightly more cargo space. It may be more profitable to experiment trading with other commodities instead.
-- Re-hardpointed the Nomad Fighter with wider firing arc for its weapons, and to be slightly less ugly when shooting.
-- The Nomad Buoy now defends itself from attack.
-- Removed the annoying AI Bot / Wingmen death messages.
-- AI Traders now make more intelligent combat decisions. If a large enemy wing approaches that looks too intimidating, they'll immediately attempt to flee the fight.
-- Since Nomads are hostile to everything, Nomad AI wingmen squads now come with a few more ships, since the standard wingmen squad will simply get mowed down by the overwhelming number of hostiles.
-- Target marks now play sounds instead of printing "OK" for confirmation. Sounds are also played when another group member group-marks a target.
-- Switched the sounds of the bottom three laser classes. That weaksauce "pew pew!" sound fits Class 1s a lot more than it does Class 2s and 3s. =P
-- Lower-class weapons now have a slightly quicker rate of fire; higher-class weapons now have a slightly slower rate of fire. Class 4 weapons have not changed, and were used as a base for the refire curve. To sum it up, the damage gap between classes has narrowed; a Class 1 gives 50% of the output of a Class 4, instead of 25% of the output.
-- Grazing a neutral NPC with a Missile or Torpedo will no longer turn them insta-hostile. Instead, you'll receive friendly fire warnings before they take action.
-- Fixed an issue where players could sometimes become permanently hostile to Abandoned objects.
-- Added a blurb in the readme for Windows Vista Service Pack 2 (SP2), which apparently corrects most issues with Freelancer on Vista.
-- Halved the fire rate of Sniper Turrets (rare) and Orbital Defense Turrets (used by docking rings etc.)
-- New free-floating gun fixtures added to Docking Rings to give them more coverage.
-- Reward for killing Docking Rings / Orbital Cannon Fixtures greatly increased.
-- Unless repaired manually, Weapons Platforms, Stations, etc. will now take 15 minutes to repair, and will only repair to 20% health.
-- The standard Tractor beam will never be confiscated on Death Penalty. Rare Tractors may still be confiscated.
-- Fixed issue where Cruise Disruptors would not actually disrupt cruise.
-- Added a blurb in Torpedo infocards explaining how only direct missile hits will cause early detonation.
-- Nomad Fighter Particle Splitter muzzle velocity doubled.
-- Power regeneration rates of Capital Ships, Stations / WPs, Transports and Liners have been increased.
-- Power usages of all missile launchers decreased; they are now a function of 1/10 their damage output, instead of arbitrary numbers.
-- Killing NPCs now invokes the built-in reputation change method instead of FLHook reputation change, since it seems a little more stable (and to maintain OpenSP compatibility); killing Stations etc. still invokes FLHook-based reputation change.
-- Added a "Torpedoes Only" selection to the "Draw white boxes around missiles/mines?" option.
-- Corrected rampant misspelling of "torpedoes" as "torpedos." Durp.
-- PvP protection from undocking increased to 30 seconds.
-- Tweaks made to Torpedoes. Starkillers now have a 4500m range, while Sunslayers have a 6000m range and 10% better tracking. This opens up the tactical possibility of using Sunslayers for long-range single-torpedo bombing, while Starkillers remain good for short-range multi-torpedo bombing.
-- Better hitbox for the Serafina.
-- Optimizations to filesize for sounds played by High-End FX missiles.
-- Jump Gates and Jump Holes are now a little harder to disable (2x hitpoints, Jump Gates now have a shield), but will stay disabled for the full 15 minute base repair time unless manually repaired early. This means you can effectively isolate players / NPCs in a system, unless they have a Repair Turret on them.
-- The "Launch Mines" control now repeats when held down (you can hold down "Launch Mines" to continuously launch mines, similar to holding down "Launch Missiles" to continuously launch missiles).
-- Fixed a bizarre issue with Mines where, when fired from weapon control, could be launched in any direction.
-- Added 4 new Unlawful starting jumpholes, with a corrosponding base that automatically sets your reputation to that of a pirate when docked with; no bribes or anything needed.
-- Removed reputation requirements for Nanobots and Shield Batteries.
-- Decreased reputation requirements for all other items.

RC129 (10/11/09):
-- 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.
-- 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.
-- Added a fully-featured, in-game scripted multiplayer tutorial that fires when you create a new character. It guides you through basic 1v1 and 4v4 combat with AI, as well as advanced features like faction tags, cloaks, mobile docking, the death penalty, and target marking. You can complete this tutorial with other players.
-- Large readme overhauls.
-- Price of Trade Ships (Transports, Trains, Liners, etc.), Capital Ships, WPs, and Stations all tripled. Beware, as this also (almost) triples their Death Penalty as well. Clear tactical judgement is now required for use of these vessels, since death with them is a much bigger deal than it was before.
-- Price of Nomad Fighter reduced from $6,000,000 to $1,400,000. Its Death Penalty should be much lower.
-- Resorted and easier-to-use options script.
-- Added Honken's work-in-progress post process shader - select "version 2.0" in the post-process option to use it. "Version 1.0" uses the traditional post-process.
-- Explosion radius of Capital Ship Missiles doubled.
-- The Nomad Buoy is now treated like any other base, and can be destroyed, with a normal repair cycle.
-- Pursuit LFs now have less armor than regular LFs, with 10000 armor (decreased from 12500) and a 20 max Battery / Nanobot limit (decreased from 25).

RC128 (07/28/09):
-- 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.

RC127 (07/25/09):
-- 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?optio ... pic=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/ ... Timers.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).

RC126 (05/16/09):
-- Universe Chat is now blue (same color as old system chat). System Chat is now yellow.
-- Capital Ship Full-Tilt Camera Steering is now much wider. This nearly eliminates the need for Turret View / Rear View altogether.
-- Removed the red damage indicator, in an effort to further clean up the HUD a little (besides, it's obvious enough as it is that you're getting shot at).
-- Arena Tokens are now sold in every house system, instead of just the core house systems.
-- Alaska Jump Holes now have correct orientation.
-- Removed most of the Hazard Buoys leading to the Alaska gate in NY. There are still buoys that mark either end of the tunnel, for easy access - just got rid of the clutter in the middle.
-- Standard Scanners now have a 10k tracking distance, to assist in keeping track of distant fights. Scanners ramp up 1k tracking distance per scanner. Cargo Scan ranges are unchanged.
-- Rare Ship bases, and other assorted bases, are no longer stored on the NavMap. This prevents issues with accidentally targeting the bases using the NavMap.
-- New version of the AI Companion Bot Generator, which correctly generates AI Bot types.
-- Title screen system re-written via a MultiIntro client hook from M0tah. 12 Title Screens are now picked at random (3 are new to RC126).
-- Fixed a rare occurance of "You have attacked a friendly object. Mission failed." messages, which would cause a client crash if the user selected "Load Game".
-- Freighters now support Full-Tilt Camera Steering, similar to Capital Ships. This increases their efficiency in combat, allowing players to take advantage of their wide turret coverage.
-- Cargo space on Capital Ships has been halved - Small Caps now have 80 cargo; Large Caps now have 100 cargo; Stations now have 100 cargo. WPs have not been changed, as they already had 80 cargo, curiously enough.
-- Cruise charge-up times on Capital Ships, Stations, and WPs have been doubled.
-- Narrowed the Kusari Gunboat firing arcs a small amount. It has even less rear coverage now, to help compensate for its tiny size.
-- Widened the Bretonia Destroyer firing arc on the lower central mount to full 360* coverage, to help compensate for its large size.
-- Lowered the additional global firing arc allowance to 22.5*, from 35*.
-- Sniper Turrets now inflict 5000 hull damage (up from 4000). Updated the infocards on them as well.
-- Lowered mass on Freighters to that of Heavy Fighters.
-- Raised Nanobot and Shield Battery count of Freighters to 45, up from 35.
-- Fixed the issue where players would get stuck in Alaska when purchasing a new ship at the Prison Station Mitchell Complex, due to the Arena Token being unmounted. This is currently a work-around solution (an Emergency Arena Token comes pre-installed on the ships); a more direct fix to the problem will be worked out later, but this will do in the meantime.
-- Lowered Anti-PvP time after undock to 20 seconds, from 30.
-- w0dk4's Global Server Workaround has been integrated into 88 Flak, to ease up the process of connecting to servers.
-- Gave the Trajectory Disruptor a lot more "oomph."
-- Optimizations to the 88 Flak, 88 Flak AI Companion, and 88 Flak ST FLMM scripts; this should stop nearly all of the deactivation issues associated with 88 Flak. No more mutiliating your vanilla FL installation!
-- /ignoreuniverse command added to ignore Universe chat from other players
-- /ignore now ignores chat from a player sent through the Universe Chat channel

RC125 (04/02/09):
-- Slight reduction to Capital Ship spinning, thanks to Forsaken's tips - I would have done a more aggressive "no-spin" fix, however this would cause Goto, Dock, and Formation functions to all exhibit "wag" issues. In addition, the steering became very unpredictable, and given the major role of steering rates in Capital Ship balancing, this was a problem. However, this less aggressive solution, combined with the Hook-side NPC push-away, makes piloting even the Sleeper Ship a little less irritating. Also, it is much harder for other players to spin your ship at all without getting killed.
-- Sniper Turrets once again have 360 degree coverage, but only rotate at 15 degrees/sec.
-- Missiles (especially high-class ones) now use much more energy to fire. Your ship's engine must now be taken into account - the Kusari engine is no longer the best missile engine.
-- Increased cloaking device warmup time to 15 seconds, up from 10.
-- Reverted the commodity prices to previous values.
-- Seeing as the Trade Lane Buoy WPs are so small (and hard to hit), their hitpoints have been decreased substantially. They are still a good object to retreat to, but pirating Trade Lanes is now at least possible.
-- Capital Ships no longer flee as early from a fight.
-- Due to TL Buoy WPs being somewhat easily killed now, they no longer drop any turrets on death. Find somewhere else to salvage WP turrets. =P
-- LRMs have been tweaked - they now have a 5000m range and half the fire rate, but have a much higher initial velocity and deal 2.25x as much damage (now having 1.25x DPS as Primary Turrets). They essentially act much more like Torpeodes.
-- Replaced the whole mishmash of huge "MOUSE FLIGHT", "TURRET VIEW", "REAR VIEW", etc. text at the bottom of the screen with a small, unobtrusive "Mouse Flight" string when the mouse is active, to clean up the HUD a little.
-- Pulse, Plasma, Particle, and Neutron weapons have had their rate-of-fire decreased to balance them with other weapon types. This is the first time normal weapons have been majorly tweaked like this since version 1.24, so please comment.
-- New FLHook implemented, with various this-and-that features (refer to the FLHook Readme.txt in the EXE folder for more info).
-- Added multiplayer support of the singleplayer storyline event system, making it possible to write scripted storyline missions for multiplayer. However, due to a myriad of bugs associated with this, only very simple scripting is being used for now.
-- NPC player-targeting clamp and hostile spawn weighting are now both set to false, thanks to the above change. No more targeting priority nonsense - NPCs will now divide themselves up equally among the targets.
-- The "AI Bots Killed" stat now functions correctly. It also counts AI Wingmen killed now.
-- Maximum number of lines in chat history raised to 127, from 32.
-- Extra debris from ship explosions is now only thrown if the lighting/debris option is selected.
-- TL Buoy WPs are now permenantly disabled when killed. They lose all turrets, as well as some/all of the lights and directional flares. Active player pirates on a server can make a Trade Lane considerably less safe now.
-- Small optimization to system structure (got rid of 102 un-needed AI Bot paths per system, and rewrote the density control code for zones). May slightly improve system memory usage/load times.
-- Small AI tweaks to prevent fights from getting too spread apart; AI should try a little harder to concentrate fighting instead of breaking off into small duels 10km away from other ships.
-- Alaska has been rebuilt - it now acts as the central PvP hub linking to all the PvP/NPC Arenas, and can now be accessed from any house via purchasing that house's PvP Token. For example, if you have the Kusari PvP Token, you may only enter/exit Alaska via Kusari; Alaska can not be used for travel.
-- Fixed an issue with the AI Companion Bot - if multiple bots of the same name were selected for a squad, the squad would never appear.
-- Repair Ship can no longer dock on mobile player-carrier bases.
-- Set Best Path now functions across systems, as it should (thanks FriendlyFire!). Alaska is excluded from this scheme, as it now acts as the central PvP hub and would give bad path info, since Alaska can not be used for travel.
-- AI Bots in the PvP Arenas should no longer attack the random WPs scattered about, and instead focus on other ships.
-- Rare ships have been cleaned up. They no longer require a special Power Supply, but the token used to retrieve the ship is now permenantly expended upon docking with the rare ship's base.
-- Reduction in debris thrown by the debris tosser, which should make the "explosion debris" option more stable.
-- Fixed up the solar object hitpoints - now all system-placed station hitpoints match up with corrosponding flown station hitpoints (solar objects did not get the 1.5x HP buff from a few RCs ago; other stations mysteriously had too much health)
-- System chat is now routed to universe chat, so that everyone does not have to be in the same group to talk to one-another.
-- Reputation with pirates is no longer as quickly gained for picking on Xenos, and both the IMG and Zoners are now slightly empathetic towards their cause.
-- Xenos are now armed to deal with Capital Ship threats.
-- Removed the tiny dynamic asteroids. Due to their low placement radius, this solves issues with Capital Ship spinning in fields. Also, they were intrusive to aiming (particularly with Capital Ships). Materials can still be mined from the full-size asteroids.
-- Fixed some misc errors relating to asteroid fields ("empty cube" errors). Small optimizations done to asteroid fields as well.
-- Repair ship no longer drops a random piece of equipment.
-- "Toranto Depot" is now correctly spelled "Toronto Depot"
-- Trade Lane Buoy WPs now display their faction when targeted.

RC124 (01/09/09):
-- Happy new year!
-- Removed the silly Nomad Fighter cockpit, and fixed the craft's Rear View position.
-- Fixed certain oddities related to damaging NPCs. (NPC Collision Damage turned off in Hook)
-- Another rewrite of AI handling code - all AI blocks were individually tweaked, with the primary change being a decrease in the ranges AI do stuff at - condensing most of the battles into tight melees. The result is an AI that is a little more varied and relies less on the "thrust away, engine kill, shoot, repeat" tactic.
-- Reverted to RC122 AI Cruise Disruptor handling - they will now fire them at any given point, which means they may disrupt you out of engine kill again.
-- Reverted to RC122 zero-drag engine kill.
-- Reverted to RC122 Sniper Turret ranges of approximately 5.2km.
-- Reverted to RC122 Nomad Fighter Turret behavior - the Nomad Laser MkII and MkIII guns now fire as quickly as the MkI gun, but are much less accurate.
-- If multiple Un-Assisted Kill Tokens are dropped (like from a dead player), they will no longer drop one-at-a-time.
-- Tips displayed when you are killed are also displayed in the Mission Log (F5) - added slightly more useful information to the Tips as well.
-- AI are now a little more inaccurate with their guns, to compensate for the above AI handling change.
-- Reduced Death Penalty cash amount by 20%, and reduced the chance of losing equipment if you can't pay the DP by 50%.
-- Added the option to turn off debris generated by explosions (for compatibility reasons).
-- Fixed (mostly) the mysterious rumor-spouting voice that played randomly when leading an AI wingmen squad - in other words, no more endless "Hey, don't fall asleep on me, out here you'll get us killed."
-- Corrected issues with docking on player-flown ships (hopefully).
-- Fixed up the Nomad Buoys a little. They no longer display "Player Station" when you land.
-- Added the Nomad bribe thingy to all Nomad Buoys, since staying hostile to all factions is harder than one would think.
-- Reduced the price of the Nomad bribe thingy substantially (to almost nothing), since it renders all factions instantly hostile.
-- Added a bar to the player-flown bases, just for kicks. There's no NPCs in there yet - any suggestions?
-- Massive DLL and EXE cleanup - re-added in all my hacks one-by-one to a fresh set of vanilla 1.1 patch files, and as a result got rid of a few unneeded hacks to Freelancer's hardcode that were for experimental purposes.
-- Fixed up any AI-piloted rare ships - the power generator system used on the rare ships does not work with AI, so I simply gave them normal power generators in the meantime.
-- Slight reduction to the jamming field around the Nomad Buoy.
-- Direct3D 9 Library now included for the Post-Process shader to correct issues with users lacking the latest DirectX trying to use Post-Process.
-- Temporarily reverted to RC122's FLHook installation, which should stop all of the server-side crashes that have been happening.
-- Open SP Support re-added. It's still not as good as just running a multiplayer server and playing the correct way - advanced features such as cloaks, AI wingmen, etc. will not function - however, it's a start, and the AI Companion Bots (wingmen desinged for solo play) DO work in SP.
-- Halved missile firing cone - they no longer spread out as much when you fire them, however they are a lot more dependable as a result.
-- Reverted to RC122 missile firing velocities.
-- Fixed the Asteroid Miner, which was mounting Large Capital weapons when it should have been mounting Small Capital ones.
-- Lessened the number of debris that are spawned from a fighter explosion to avoid a rare crash issue.
-- High-End FX no longer lengthens the engine's Mesh pool size; this should hopefully correct crashes when attempting to display a high number of meshes at once.
-- Reverted to RC122 Torpedo explosion radii (back down to 120m).
-- Decreasing the AI difficulty to Easy and Very Easy modes will no longer affect Credit Chip drops; the drop rates will be the same as Normal. However, playing on Hard still yields double CC drops - both as a reward for fighting harder NPCs, and also to make up for the fact that friendly AI will tag more kills, leaving less CC drops for players.
-- Trade Lane Buoy hitpoints halved and added to the "slow repair" list to make them a bit more reasonable - they are full-scale Weapons Platforms, after all.

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Last edited by fox Unit 01 on Thu Dec 31, 2009 1:54 am, edited 223 times in total.



Thu Dec 21, 2006 12:32 am
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Seconds after the Posting BH-1156DL is on the scene scraching his head... dang man i'm been asleep to long need to jump back on, oh now i remeber been waiting for the sever to catch up to my version while i try (not to great) keeping up with the RC updates...


GREAT JOB FOX YET AGAIN FLAK IN StILL AROUND AND is defying the freelancer physics with flak
8) sucking up for all the flak is dead coments

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Thu Dec 21, 2006 12:44 am
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Good Morning to some, and good after noon to others or evening to everyone else, where ever you live in this cool universe.
I just wanted everyone to know that I will be keeping the server up and running 24/7 till I get the new parts for my other computer (which will be about 4-6 weeks), at which point I will have to shut it down for about an hour or two and then it will be back up when I am done. I will let everyone know through here as well as on the server before I shut it down for my computer up-grades.
Otherwise enjoy the new mod and hope to see many of you on after Christmas.
Marry Christmas to all and hope for the best in the new year! :D


Sun Dec 24, 2006 9:14 am
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w3rd

No really, have a merry Christmas everybody (if you celebrate it, otherwise happy whatever-it-is =P), and a happy new years.

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Sun Dec 24, 2006 10:52 pm
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Happy 2007 everyone, hope you all had a fun and safe new years. I personally spent the night with some friends, and while we didn't party hard, it was a good time. =P

To be honest Flak testing has, like, not happened. I've done a few tweaks here and there, and tested some, however I have had practically no time for Flak between work and visiting out-of-state reletives (fun stuff). To the best of my knowledge, no-one else had much time to test either. It was not in vain though, because there was one night where 2 people and I found and crushed a rather large bug - a mistake on my part that caused NPCs to only spawn around one player at a time, a side-effect of the new AI companion bots for solo-play. Flak in general is looking quite stable and ready for release, which I'll consider after the 24/7 server is worked out.

Well, I'm out. Gotta drag my lazy bum out of bed for school tomarrow morning. Hurrah. At least I don't have class until 9:20 AM, but still. Urgh.

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Last edited by fox Unit 01 on Tue Jan 09, 2007 6:23 pm, edited 1 time in total.



Mon Jan 01, 2007 11:28 pm
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Hello, Sorry people I have been around, but I had to do a few minor repairs to my system. I will have the server up and running till I have to put in the watercooling system; however, everything should be ok till then.
See you all in space soon.


Wed Jan 03, 2007 4:35 am
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fox Unit 01 wrote:
It was not in vein though, because there.....


*cough* *snicker* Aha.. HAHAHAH!! You made a typo! Finally the fox makes a mistake! It's vain, not vein!

fox Unit 01 wrote:
Well, I'm out. Gotta drag my lazy bum out of bed for school tomarrow morning. Hurrah. At least I don't have class until 9:20 AM, but still. Urgh.


You actually have school? I still have another week off! Woo! :P

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Wed Jan 03, 2007 12:08 pm
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ewww school...(g.e.d. droop out)

sorry havent been home to test WORK and girlfriend...
my newyears was me driving my bike in 30% weather 4 hours to surprise my girl, and it was worth it :wink:

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Last edited by BountyHunter-1156d on Tue Jan 16, 2007 6:14 pm, edited 1 time in total.



Sat Jan 06, 2007 2:50 am
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http://www.memes.no/88flak/downloads/beta/rogue_laying_down_CM_trail.jpg

Rogue firing off a Counter-Measure trail. Bad shot, I know, but you get the feeling.

Aside from that, yeah, I know, we've reached RC42. Amazing huh? Mind you, back when the Release Canidates started neat features like bots weren't even in the mod yet (bots were added after I stumbled across how to work a certain NPC behavior correctly). Flak WILL be finalized soon, it's just a matter of time. More on this later.

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Tue Jan 09, 2007 6:16 pm
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:? Ok I am not sure what is happening!!
I tried to go onto the server just now and I tried three times just to see if it was a one time thing but I came out of the base in the Nexus and I got booted each time. Then I set up the test mod on my Laptop and the same thing happened. I then did a total re-install of the game and that didn't change anything.
I just wanted you to know what has happened to me just incase it has something to do with the mod which I am not sure about, or the server. As I can get into a regualer game with the mod and it runs fine.

Just tried a server using 88Flak v26.1 and everything is working good with that mod.


Fri Jan 12, 2007 2:17 am
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I was just testing, um, a certain ship with fox, and everything was fine. No clue what might be your problem..

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Fri Jan 12, 2007 11:53 pm
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Not sure what else to do. I have tried everything I usually do and I can only get as far as moving in the nexus and then I am kicked out of the game. 88Flak v1.27 is the only mod I have on.
This is what I have tried; Re-insalled Freelancer, restored back-up files, deleated any saved files, re-installed the mod. If there is anything I missed or if anyone might have another idea that might help please let me know, or if its because there is so much testing going on.


Sat Jan 13, 2007 12:41 pm
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By the way, The mysterious server running the 1.26 mod was me :P


Sun Jan 14, 2007 6:59 am
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Yay Pink! (it's badass)
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Joined: Sun Feb 19, 2006 2:50 pm
Posts: 2282
Location: Maine
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People seemed in favor for a return of Trade Lanes, so I went ahead and played around with them some. While I could re-insert them decently, the actual Trade Lanes don't really work well with Flak. And by that I mean that Flak is balanced around having to cruise anywhere, with certain things taken into account - for instance, a ship with Counter-Measures has an exponentially easier time travelling than a ship with no Counter-Measures, such as a Light Fighter, Transport, etc. This "variablility" in ease of travel between ship classes is pointless in Trade Lanes, since your chance of an encounter can't be influenced by the ship equipment at all - only by how likely you are to get jumped in the Trade Lane. This brings about another point - where Trade Lanes are jumped is defined by the system, and uses the "patrol path" NPC behavior (I think at least). Patrol Path behavior is currently reserved for wingmen in Flak, so from what I've observed the only things you'll get jumped by are wingmen squads. All in all, those are small points, yeah, however the real turn-off for me was how much of a pain getting Trade Lanes back in is. For New York alone, it took a solid 20 minutes re-inserting everything correctly. For 29 systems that would need Trade Lanes re-inserted, that'd be a solid 580 minutes of work - just over 9 and a half hours, probably 6-8 if I got a good re-insertion system going. So I dunno. Just seems kinda pointless to me at that point. =\

However, I do agree travel could be sped up a bit. I'm going to play around with cruise a bit tonight. I welcome feedback on this subject, so please let your opinions be heard.

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Oldschool.


Mon Jan 15, 2007 12:50 am
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Joined: Sun Aug 20, 2006 6:55 pm
Posts: 131
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This has been posted at around 5:00 PM, on January 31st.

Your topic title is wrong. :P

It's RC 51 now, not 50. Heh.

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zomg, only one image nao!


Wed Jan 31, 2007 4:59 pm
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