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    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=107010']

    Less than a month after update 3 was released, update 4 is finally ready and will be on the update servers shortly. Your Discovery client should automatically download and install this update for you the next time you run the game. Since update 3, we've been adding new features along with fixing as many bugs as possible, and with update 4, a couple of major gameplay changes planned for 4.87 is finally here. With most of the critical bugs fixed, the dev team will be focusing more on implementing the new features with the upcoming updates, and you can expect more new ship models as well as gameplay enhancements with update 5.

    Complete list of bug fixes and changes included in update 4:

    Code:

    - New Council VHF model by Durandal.
    - New Zoner Osprey VHF model by Jinx.
    - New Kusari Container Transport model by Jinx.
    - Added ShipRange and FixedMount plugins by adoxa.
    - Added ship-based technerf plugin by Massdriver.
    - Updated Scanners according to the new plugin.
    - Fixed default scanners in ship packages.
    - Fixed default scanners in restart templates.
    - Freelancer restarts fixed.
    - Various ID fixes, including ZoI adjustments.
    - Removed Freelancer ID duplicates to simplify ID control.
    - Bomber masses standardized.
    - Textures on Tanto fixed.
    - Raven's Talon rear view fixed.
    - Liberator shield hardpoint fixed.
    - Tigershark shield hardpoint fixed.
    - Arbeiter pilot positioning fixed.
    - Civilian Shuttle hardpoints fixed.
    - Orca gunboat hardpoints fixed (again).
    - Cockpit view on Colossus and Uruz fixed.
    - Fixed the incorrectly-oriented cloak effect on Nephilim.
    - Nomad Gunboat cargo hold increased.
    - Scorpion turret arcs adjusted.
    - Spatial cockpit model fixed.
    - Osprey changed to SHF with the new model.
    - Shishapangma, Komainu & Bullhead engines fixed.
    - Removed explosion resistance from Outcasts snubline.
    - Added sell points for house civilian guns to every faction base.
    - Asco torpedo is now ammo based. Ammo only sold on Brigands and Council bases.
    - Added Corsair dispersion cannon (Energy-based fighter torpedo).
    - Added Corsair, Outcast and Coalition Light Fighter guns.
    - Adjusted class 6 gun stats.
    - Added Light Fighter mining gun.
    - Ranges on all gunboat turrets adjusted.
    - Gunboat Razor, Pulse, Solaris and Cerb adjusted.
    - Missiles and Countermeasure stats adjusted.
    - Draw distance for Nomad & Wild equipment fixed.
    - Wild cloaks added. These cloaks use Nomad Power Cell as permenant fuel.
    - Trade lane hitboxes reverted back to normal as per community request.
    - Jumpgate loadouts toned down as per community request.
    - NPC loadouts toned down to 1/8th of the current stats.
    - NPC reputations on various factions fixed.
    - Shield mount of NPC BAF gunboats fixed.
    - Decreased size of sun corona in Cortez.
    - Planet Erie ship dealer fixed.
    - Touraine -> Anjou jumphole fixed.
    - Battleship Atum commodity dealer fixed.
    - Battleship Guillestre ship dealer fixed.
    - Kilrea Orbital Station ship dealer fixed.
    - Zvezdny Gorodok docking bay doors fixed.
    - Lawful snub sellpointss added to Zwickau Depot.
    - Lawful snub sellpoints added to Hikone Base.
    - Ship sellpoints on Freeports rearranged.
    - Fort Etaples station model fixed.
    - Removed Neutron Star from Maine.
    - Nomad Trial ID readded to Shrine.
    - Jump Gate Parts commodity icon fixed.
    - Cosmetic changes to Atka Research Station and Evora Shipyard.
    - Cosmetic changes to Braunchweig system.
    - Various economy fixes.
    - Various infocard fixes.
    - Various rephack fixes.
    - Various technerf fixes.


    Also, to answer two questions frequently asked by the community during the past weeks:

    ShipRange plugin by adoxa and the scanners rework: With this new plugin, scan range on each scanner is taken into account as well, and each ship will be able to see other ships as far as the stats of the equipped scanner allows, so unlike how it worked until now (Ships and objects appearing on radar at 14k range regardless of the scan range of the equipped scanner) a ship equipped with a scanner allowing scan range of 25k will be able to see ships from 25k away, while a ship equipped with a scanner with 6k scan range will only see ships closer than 6k on the radar.

    New techcompat plugin: The new plugin works in addition to the old plugin, and does not replace it. With the new plugin ship-gun combinations can be controlled independent of ID-ship-gun restrictions. Each ship has a set of defined "allowed guns", and if any of those guns are used, the powercore efficiency will be calculated based on the ID, but if any other gun is used, powercore will be reduced to 10% regardless of the ID mounted. Note that this plugin is still in its testing phase and adjustments or reworks should be expected until the final release. A thread will be posted in the rules section shortly with a more thorough explanation of the new plugin.


    If you have not downloaded and installed Discovery 4.87: Conquest, then see the following link
    Discovery 4.87 Beta Release

    If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Discovery installation.
    [/feedquote]

    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=105775']

    Update 3 for Discovery 4.87 Conquest should be on the update servers by the time of this post. Your Discovery client should automatically download and install this update for you the next time you run the game. This update can be considered the first major beta patch for the Conquest, and unlike the previous updates which focused on fixing the more critical bugs, update 3 also includes various gameplay-related updates as well as various cosmetic changes. Even though this is not the final release and Discovery 4.87 is still in its beta phase, update 3 is the first stable release of the Conquest and we'd like to thank the community members who helped our developers identify and fix as many bugs as possible since the initial release.

    Complete list of bug fixes and changes included in update 3:

    Code:

    - Asymmetrical ordering on fighter gun hardpoints fixed.
    - Light Fighter guns added. Class 6 guns are now exclusive to LFs.
    - Light Fighter stats (hull, handling, powercore) adjusted.
    - Regeneration rate on LF powercores increased.
    - Updated fuses for ship damage effects.
    - Station loadouts on Monte Carlo Freeport, Radford Station & Ogashawa fixed.
    - Ship dealers on Battleship Castres, Alcudia and Offenbach fixed.
    - Added ship dealer to Altair Research Station.
    - Anjou ship dealers fixed.
    - Default room on Kure Shipyard fixed.
    - Wild, GRN and Council SNAC projectiles fixed.
    - GRN gunboat forward gun fixed.
    - Marduk and Geb prices fixed.
    - Annapurna turret zoom fixed.
    - Resheph cargo size fixed.
    - Artificial Intelligence IFF added.
    - Gammu and Primus turned into AI planets.
    - Updated AI restart to provide their own IFF.
    - Updated fuses for ship damage effects.
    - Taureau turret zoom fixed.
    - X-Shuttle Mine Hardpoint fixed.
    - CM ammo on all restarts fixed.
    - Correo turret arcs fixed.
    - BW ships sellpoints in Liberty adjusted.
    - Nomad Voidrunner turned into a Heavy Fighter.
    - Nomad cloaks added. These cloaks do not require fuel.
    - Falchion stats (powercore, hull, handling) adjusted.
    - Coalition snub light hardpoints location and orientation fixed.
    - New menu backgrounds by Treewyrm
    - New deck for Heaven's Gate by Treewyrm
    - New commodity icons by Blodo, Ndk071 & Xtcmax
    - Recruit ID icon fixed.
    - Fugitive IFF description fixed.
    - Icon for player faction IDs set to Eagle instead of Chimaera.
    - Various ID icons updated to the primary fighter of their shipline.
    - Cargo scan range on Battleship & Spyglass scanners increased to 6k.
    - Cruiser turrets class labelling fixed.
    - Added additional cargo pods to Uruz.
    - Fafnir chasecam zoomed out a bit.
    - Battleship Thebes texture issue fixed.
    - Cosmetic updates to bases in Roussillon.
    - Various economy fixes.
    - Various infocard fixes.
    - Various rephack fixes.
    - Various technerf fixes.


    Also, to answer two questions frequently asked by the community during the past week:

    Database Rollback: As announced, the rollback is scheduled for update 3, and you can expect it within the next couple of days. It also includes player owned bases. The inactivity wipe will be disabled for 2 weeks from the time of the rollback, so we suggest you refresh all your characters after the rollback to make sure none will be lost to inactivity. A separate notice will be posted in this section when the rollback happens.

    Player Owned Bases: The three 4.86 repair commodities (Basic Alloys, Robotics, Ship Hull Panels) on all player bases will be automatically replaced with the equal quantity of their 4.87 counterparts after the rollback. Due to an issue with the player base plugin, however, the bases are going to be disabled and will remain offline until the issue is fixed. Since this bug is entirely server-side, you can expect the fix to be implemented independent of the scheduled client-side updates. A notice will be posted to let base owners know 1 week in advance when the bug is fixed and the plugin is scheduled to be re-enabled.


    If you have not downloaded and installed Discovery 4.87: Conquest, then see the following link
    Discovery 4.87 Beta Release

    If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Discovery installation.



    To server administrators:

    dacomsrv.ini has been updated in the new update. You will need to edit it if you run any custom plugins. Further, if your members get automatically kicked for cheating upon joining the server after the update, you need to add healing.dll into the anticheat exception list to fix the issue.[/feedquote]

    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=105460']

    Update 2 for Discovery 4.87 Conquest is live. Your Discovery client should automatically download and install this update for you the next time you run the game. This update provides various major technical fixes as well as minor bugfixes and infocard corrections. Please note that Discovery 4.87 is still in its beta phase and by reporting any bug you may still find in this new release, you will be helping our development team with fixing as many issues possible for our next update.

    Complete list of bug fixes and changes included in update 2:

    Code:

    - Shield hitboxes on all snubcrafts fixed.
    - Shield perimeters added to smaller or erratically shaped gunboats.
    - Number of ships per NPC encounters reduced.
    - Countermeasures updated.
    - Missile ammo limit in AC adjusted.
    - Autobuy disabled for now.
    - IFF on depots outside Bonn station fixed.
    - Mapping bug with BS Atum fixed.
    - Freelancer ID icon fixed.
    - Skiros Shipyard model fixed.
    - Outcast Omicrons jumphole connections fixed.
    - ZoI on GMG ID fixed to include Okinawa.
    - Zoner GB backward arcs fixed.
    - Bastet torpedo and shield hardpoints fixed.
    - Spatial turret zoom issue fixed.
    - Falchion cargo hold fixed.
    - Lack of class 8 guns on X-Shuttle fixed.
    - Orca stats adjusted to the new model.
    - Katana regen count fixed.
    - Removed empty ship dealer from Bristol, Cambridge.
    - Removed empty ship dealer from Sprague, O-3.
    - Removed empty ship dealers from the bases in O-Lambda.
    - Various infocard fixes.
    - Various rephack fixes.
    - Various technerf fixes.
    - Upgrading and maintaining player owned bases now requires new types of commodities.


    Additionally, we advise base owners to read the following link due to the commodity changes included with this update:
    4.87 Player Owned Bases Upgrade and Upkeep Commodities


    If you have not downloaded and installed Discovery 4.87: Conquest, then see the following link
    Discovery 4.87 Beta Release

    If the automatic update does not work, the update can be downloaded manually from here. Unzip the contents of this directory inside your Discovery installation.
    [/feedquote]

    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=105142'] Discovery 4.87 Conquest - Update 1

    The first update for Discovery 4.87: Conquest has been released today. We recommend everyone to upgrade to this version as soon as possible.

    Whats new?

    The change log is available here

    How to install?

    If you have NOT DOWNLOADED AND INSTALLED Discovery Freelancer 4.87 then:
    Click here to download

    Please read the instructions and download and install it. You can not upgrade an existing prior mod version.

    The Update should be installed automatically when you launch Freelancer, but you can also get it from here.

    Thanks to the Dev team for making this possible![/feedquote]

    [feedquote='Discovery RP Feed','http://discoverygc.com/forums/showthread.php?tid=104874']Today we release the beta of Discovery Freelancer 4.87: Conquest.

    This version of the mod has been delivers much needed progress to the storyline. Many systems have been changed, some removed and some merged. It was the development team's intent to build on the lore of as many factions in the game as it was possible.

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    But the storyline is not everything. The dev team has done all in its power to improve the gameplay flow in many systems, and the storyline was driven in such a way as to provide as many opportunities for roleplay as possible, while also not breaking established lore. To further deliver better gameplay, many balance changes have been made (specifically to fighters) in order to improve the flow of PvP fights, so that they can in the end become more interesting and intense than they are right now.

    And of course it wouldn't be a Discovery release if we didn't have many new or improved ship models ready for you to discover and enjoy yourself in. Many talented modellers have submitted exceptional work which further enhances the quality of the mod, and will allow for a far more immersive experience.

    The economy has been revamped once again, with not only many new commodities being added, but the economy specifically designed to support the needs of base builders. Realistic chains of material harvesting, refining, manufacturing and retailing now exist. There are more than enough trade (or smuggling) opportunities for any hauler out there.

    To give a fuller sense of immersion into the dangerous Sirius sector, NPCs throughout the entirety of the mod have been updated to feature better weaponry, but also fewer numbers. No longer will NPCs appear to die in droves, instead small patrols of NPCs will be something to be aware of. Capital worlds will also be properly protected by specially outfitted defenders, to enforce safety in the core worlds.

    Please expect problems -- the server will crash a lot -- this is a beta release. Don't panic we will fix any issues as quickly as possible. We will probably do a character database roll back once the server stabilizes sufficiently.

    Click here to download

    (torrent link)

    Many thanks to the discovery development team both past and present, in particular Aeternus, Aerelm, Blodo, Echo, Jinx, Mjolnir and Xoria and all of the infocard guys. For the record, I did almost nothing for this release, the dev team did everything.

    Enjoy and have fun out there.[/feedquote]