"We bring Artifacts to this base from Crete. It is not as lucrative a run as others, but the Zoners will find buyers for them. Either way we make our money." -> "We get many of our goods from Freeport 1 in Omega-3. We ship Polymers, Engine Components, and Fertilizers here from that area. The Corsairs must fight the Red Hessians to enter that space, but we may pass unhindered."
"The shipyard Tripoli requires many different Commodities to maintain production of our vessels and raiding crafts. We ship Polymers and Engine Components there from this base." -> "There is a very dangerous radiation zone in the center of the system. Even very good shields will not hold up very long in there. Be careful when traveling through that you avoid it, or you may end up dead."
Before the player accepts mission 2, there would be a chance that Manhattan NPCs tell a rumor about King being at Manhattan waiting for you, even though you are literally in the same bar. Hence this rumor will not be told by Manhattan NPCs anymore.
Before the player accepts mission 2, there would be a chance that Manhattan NPCs tell a rumor about Juni being at Manhattan waiting for you, even though you are literally in the same bar. Hence this rumor will not be told by Manhattan NPCs anymore.
There is an inconsistency in the story cutscenes where with the previous config, you could see a doppelganger of the Manhattan bartender. Therefore, it is better to revert the changes for now.
Changed the Manhattan bartender to the one you see during the story cutscenes. Also ensure that the Manhattan bartender already knows Trent when starting a new game.
The hostile platforms at Yukawa during Mission 8 previously had the Rheinland Military faction assigned, which is incorrect. It's been updated to Kusari Naval Forces in this commit. Resolves#219.
The torpedo_dlg is obsolete since it's meant to be played right after the previous dialog. The torpedo voice line has been added to the previous dialog which does the same thing and ensures the latter voice line is always played.
The dialogue 'Incoming, brace for impact!' was previously inaudible because it would be played while the previous dialogue had not finished playing yet. This commit adjusts the timers of two events slightly so that the previous dialogue will be able to finish before the next one starts.
After the first bartender cutscene, there would be a small chance that a rumor would be given about Trent signing on to work with Juni. However, this would be before you even had the chance to talk to her. Now the rumor will only be told after the first mission has been accepted, which chronologically makes the most sense.
Mission 3
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 4
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 5
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 7
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 8
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 9
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 11
* Changed Juni's engine to a Defender engine, since that's what she is flying.
* Changed Juni's shield to a Heavy Fighter shield.
Mission 12
* Changed Juni's ship to the Anubis, since that's what the rest of the loadout matches.
* Changed Juni's shield to shield01_mark07_hf, since what all the other Anubis kids are wearing.
Mission 13
Changed Juni's ship to the Anubis, since that's what the rest of the loadout matches.
During Mission 9 you often hear the Dragon wings and Ozu saying that the reinforcements are being shot to pieces. Though in the mission script these ships are instructed to self-destruct after being shot only five times, which is a bit strange. This means the reinforcements die long before they actually should be dying. In this commit this number has been increased to 20. In my opinion these lines can be removed altogether but that can always be done later.
According to Freelancer's shooting script, Trent should have been approached by a Rheinland Freighter after undocking from New Berlin, while in-game it's actually a Rheinland Light Fighter. Furthermore, when you approach the Frankfurt gate, Fischer mentions he's a Daummann Freighter that's shipping supplies to Holstein. Therefore, his faction has been changed to Daumann and some construction machinery has been added to his cargo hold.
I noticed that when BS Schiller uncloaks, its cloaking animation wouldn't play. This has been fixed by ensuring it's actually cloaked before uncloaking.
Cruiser captains should always be wearing some eye piece. However, Walker didn't have that during mission 3 and 4. This has now been added. Also, there is one moment during mission 11 where Walker can be seen flying a Defender. Here he should be wearing a helmet, but he wasn't. This has been added. This commit also replaces the comm_ge_generic1 (Pirate) helmets with comm_ge_generic2 (Liberty) helmets, and also the uniforms li_scrote_body to li_male_elite_body. The former Pirate helmets and LSF uniforms were incorrect because they were worn by Liberty Navy pilots.
When taking the jumphole from New Tokyo to Honshu during Mission 8, an issue would be apparent where one BD fighter fails to enter formation and gets left behind. This however doesn't happen when the latest Autosave is loaded; the BD fighter will enter formation correctly and follow the squad. The issue was caused by the fact that the BD fighter didn't jump through correctly, which has now been fixed. Another notable issue was that another BD fighter would spawn right near Yukawa Shipyard, before you and the other BD fighters reach the Transport. This resulted in the BD fighter getting destroyed by the Naval Forces escort as soon as you arrived. This caused Ozu to say 'We lost a fighter, we need to cover each other' right away. This has been fixed by making the BD fighter a part of the escort as soon you enter Honshu. It may sound a bit strange that you suddenly have an additional fighter (4 in total), despite Juni asking about the 3 ships before taking the jumphole. However, based on the radio messages from Ozu, this approach makes the most sense.
Juni said in two comm messages in Mission 4 that she made it to a few planets in Bretonia. However, while docked she shouldn't be wearing a helmet. Therefore, that's been removed. Furthermore, a delay to the first comm message has been added because you previously couldn't see her in the top left due to being in a jump tunnel.
During Mission 7 when you approach Cali base, you can see the announcer is missing the Outcast mask, which all Outcast base announcers wear. This has now been added for the announcer during the mission.
During mission 5 when you talk to the Battleship Norfolk announcer, he has the wrong body. It used to be from Liberty while the base is owned by the Armed Forces. He's now been given a Bretonia body. Additionally, in the second comm he was missing the neuralnet accessory, which he did have in the first comm. This has been added for the second comm too.
When you attack the Navy squad after they kill Brandon Rowlett, you'll see the leader comming without a helmet. However, comming pilots should always have a helmet if they are in space. Hence he's been given a helmet now.
Patrol Zeta 1 during mission 2 has the LPI faction assigned. However, the leader mentions 'Navy Patrol Zeta 1'. Furthermore, Juni says that she ordered a wing from Rio Grande, which is a Navy base. Hence the faction has been changed to Navy.
There were some inconsistencies based on the text and the used news images. There were stories regarding Rheinland and Bretonia. However, an appropriate faction flag rift image was missing. Therefore, I decided to make it myself. It's been added in the previous commit to newsvendor.txm
It turns out that after the previous changes made in this file, the issue where the Q's Men ships fire at the player after the race still occurs. Unfortunately I wasn't able to fix this, even after 5 hours of trying because the FL mission scripting engine doesn't really seem to agree (one of the two ships just always kept firing at the player, despite it being friendly to the player, no matter what). Instead, I've made the ships fly away at cruise speed to a different location. This way they just mind their own business and don't attack the player.
For some reason, during Mission 7 when the player reaches the gas pocket field, the player is made invulnerable. Because of this, the player doesn't take any damage from the gas balls, despite Juni saying that they may damage your ship. Hence this could teach the player that the gas balls only show a cool effect and not actually do damage to the ship. This is unfortunately false and so the invulnerable state has been removed. These gas balls specifically do very little damage anyway.
Despite the fact that this issue has already been fixed (sort of), the battleship could still be seen if you stuck around at Holman and started going to the trade lane slowly. Now it spawns the battleship right before it uncloaks, so that fixes it.