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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.
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