Update for the European and US version of Freedom Force. Some minor bugs are fixed and there is Surround Gaming support for the Matrox Parhelia videocard. Also features the skirmish mode that was put in 1.1.
Version 1.2Â
New FeaturesÂ
- Enabled Surround Gaming for Matrox ParheliaÂ
- Hypnosis speech addedÂ
Code FixesÂ
- Fixed text edit caret jumping to the end of the field when typingÂ
- Fixed crash when entering danger room with an invalid campdef.datÂ
- Custom characters now run around when they run out of ep in the danger roomÂ
- Fixed Alex's Danger Room mod not workingÂ
- Fixed odd display of prestige bonusesÂ
- Fixed: after selecting a 'beneficial' power effect in the powerÂ
creation screen, the stun and knockback boxes would never reappearÂ
- Fixed: characters would run in place while an active defense was in useÂ
- Fixed: 'Max Instances' box was grayed outÂ
- Fixed: Ambient sounds continuing after the end of the missionÂ
- AIs flying in danger room improvedÂ
- AIs will stop when they have run out of EP less oftenÂ
- If renderer fails initalisation, 640x480 mode is tried as a fallback before exitingÂ
- Fixed: Sukhov's powers are now set correctly for his AIÂ
- Fixed: Enraged enemies would attack those with lowest hitpoints first, now their target selection is based on distance onlyÂ
- Fixed: Enemies would be alerted to power usage when their AI was disabledÂ
- Fixed a graphics corruption bug with NVidia Detonator drivers v40.*Â
- Fixed game crashing after playing "Nick Of Time" in campaign danger roomÂ
TuningÂ
- Speeding bullet knockback and damage increasedÂ
- Lightspeed attribute: damage bonus restored to 50%Â
Version 1.1Â
New FeaturesÂ
- New skirmish mode added including:Â
o buttons to danger room from main menu and baseÂ
o new skirmish mode selection screenÂ
o new character selection screenÂ
o new enemy selection screenÂ
o new skirmish debriefing screenÂ
- Enemies now react to physics events such as thrown objects colliding.Â
- Hero portraits now flash if hero takes damage while off-screen.Â
- When a hero is damaged off-screen, his pain sound is now played 2D.Â
- Enabled python scripts to be read from a mod's Missions/Scripts folder.Â
- Multiplayer hosts can set pause speed on the creation screen.Â
- Multiplayer game now waits 4 seconds before showing end-of-game screen.Â
- Games of different build numbers now cannot play MP together (to prevent patched versions playing against non-patched versions).Â
- Multiplayer screen now remembers CP, time, map and max players.Â
- Added new difficulty level (impossible).Â
- Difficulty now modifies villain and minion health as well as damage done.Â
- Added script function Object_CalcPrestige for calculating prestige costs of characters.Â
- Added script function AI_SetAlerted.Â
- Added script command Object_SetOrientation.Â
- Popup help is now available to show how much CP is recovered from removing an attribute.Â
- A countdown is shown in multiplayer when game time approaches 'time up'.Â
TuningÂ
- EP for melee attacks now deducted on contact rather than when triggered.Â
- Capped number of monsters (20) killed for prestige purposes.Â
- Speeding bullet knockback is now scaled by distance traveled. Also, cost is increased.Â
- Molecular excitation now does more damage.Â
- High knockback made more expensive.Â
- High stun made more expensive.Â
- Material costs for stone and metal increased.Â
- Villains have double hit points (like heroes).Â
- Strength gives less melee damage bonus.Â
- Multiple contract points now cost more.Â
- Attributes crack shot and cybernetic brain are now more expensive.Â
- Attribute 'radioactive' is no longer cheaper than invertebrate, since it's better.Â
- All attributes that increase your vulnerability to damage are now worth 50 more points.Â
- Changed description for lightspeed plus reduced damage multiplier.Â
- Bullet's melee attacks are now set to medium swiftness (he actually misses once in a while).Â
- Melee attacks can no longer knock back characters while they are getting up.Â
- Beneficial 'support' powers can no longer be assigned stun and knockback (this would have the effect of bypassing the target's resistances).Â
- If a character's stats are over 10, they are now clamped to 10.Â
- Multiplayer squad selected list is no longer sorted.Â
- You can no longer indicate that you are ready to start a multiplayer game with an empty squad.Â
- You can no longer pickup or wield objects while invisible or displaced.Â
Code FixesÂ
- Fixed potential crash/ corrupt stack.Â
- Fixed bug where heroes that had direct attacks wouldn't use those attacks when they were enraged or hypnotized.Â
- Fixed: Ant could pick up canisters when burrowed.Â
- Tweaked thug with gun's retreat distance to fix bug where they would oscillate between attacking and retreating.Â
- Fixed bug where panicked characters sometimes got stuck.Â
- Fixed bug where moving camera quickly and then releasing camera control buttonÂ
- sometimes caused camera to jerk continuously.Â
- Fixed drag select 'sticking' when dragged outside of the map.Â
- Fixed widescreen_leave sound distortion on briefings.Â
- You can no longer target yourself with a wielded object.Â
- Active defense effects were wrongly positioned on the character in the power creation animation/effect screen.Â
- Fixed status text box hanging around during load screen.Â
- Fixed pause clock hanging around for save/load screens.Â
- Character weights are now shown correctly in multiplayer.Â
- Cars don't collide with characters so much anymore.Â
- Fixed: Bullet's Electrify power's first explosion wasn't doing damage.Â
- Fixed: being unable to fly or land whilst having shield activated.Â
- Fly no longer appears on the menu when carrying objects.Â
- LockupFlying tactic added to AI, for robots. Robots no longer get confused by flyers in Mr Mechanical's base.Â
- Fixed talking heads moving in slow-motion during game paused.Â
- Fixed increased/decreased game speed carrying over into cutscenes and debriefings.Â
- Fixed passive defense appearing as default power when no zero-cost melee was available.Â
- Fixed move splat sound being played once for each hero in a formation.Â
- Game now uses non-exclusive input by default, enabling screen shot programs.Â
- Water damage type is now resolved to crushing.Â
- Players are kicked from multiplayer if their squad points total is unusual.Â
- Fixed: repeated overpowered projectiles didn't do extra damage.Â
- Fixed: Mercy transferred hitpoints to ground or buildings and buildings collapsed when Mercy used on them.Â
- Fixed: Balance gave wrong results when hit points above maximum were granted.Â
- Fixed: some secondary states (power nullify, empathy, etc.) were not cured by Commuted SentenceÂ
- Fixed: Levels do not increase projectile damage.Â
- Fixed: Empathy no longer causes damage to attacker when beneficial powers are used on target (e.g. energy transfer).Â
- Fixed: Timemasters would attack Manbot in final level.Â
- Fixed Law and Order recovering hero points when transforming.Â
- Triggering an attack now cancels the invisibility state.Â
- Fixed: Fire Shield and a few other FX not configured properly.Â
- Six new fx should now be accessible in the char screen.Â
- Named El Diablo's and Manbot's power tiers.Â
- Numerous grammatical and spelling errors fixed up.Â
- While throwing an object, you can no longer target the object that you are holding.Â
- Fixed: if an enemy did not have a entry in the string database, then they would not appear on the debrief screen.Â
- Fixed: move commands would sometimes be ignored after a wield.Â
- El Diablo would keep his fiery feet after being stunned or knocked back in the air.Â
- Fixed: EP Drain and EP Transfer did not work correctly in multiplayerÂ
Script fixesÂ
- Came A Hero: civilian in alley will no longer panic if her muggers are already KO'd, it won't re-assign the objective either.Â
- Came A Hero: cafe will no longer fade in cutscene.Â
- Strange Visitors (a): alarm is raised and alarm light appears only if the alarm and station are intact.Â
- Skating on Thin Ice (a): frozen ice trooper will get knocked out 15 seconds after he's frozen.Â
- Skating on Thin Ice (a): cop who flees muggers will react to enemies normally after the event.Â
- Skating on Thin Ice (b): weird interrogate on ice queen works the standard way now.Â
- Nuclear Winter (a): heroes weren't standing around an ice queen if you interrogated her.Â
- Nuclear Winter (a): heroes will now properly face the interrogated NW minion.Â
- Nuclear Winter (a): moved a badly placed ice trooper.Â
- Nuclear Winter (b): remove the arrow before cutscene.Â
- Nuclear Winter (c): nuclear winter will always detect you, so you can't sneak up behind him and disarm the bomb.Â
- Nick of Time (c): after nick's second feeble speech, minute man will not say that they have to take pinstripe down if they already have.Â
- Thug in Sea Urchin/Man O War intro cut-scene no longer stuck in terrain up to his eyeballs.Â
- Where Shadows Fall (a): trainer at start of level only plays once now.Â
- Looking For Trouble (b): RPG system is now switched off for intro cutscene. Also moved order back slightly.Â
- Deja Who (a): the extra two chars beyond Minuteman and Liberty Lad run in the final cutscene now.Â
- Deja Who (b): Eve is added after the cutscene where you talk to her, so you don't see her selection ring now.Â
- Robots Rampage (b): awkward transition in final cutscene smoothed out.Â
- Robots Rampage (b): one of the robots in the intro was facing the wrong way.Â
- Destruction Production: the exploding robot no longer blows up twice.Â
- Destruction Production: final cutscene no longer snaps to Minuteman before he's in position.Â
- United We Fall: Alchemiss was sometimes obscured by the third character in final cutscene.Â
- A God Walks the Earth: heroes 3 and 4 now have proper places to stand during the final cutscene.Â
- A God Walks the Earth: the cop at the station will no longer assign you the objective to clear the entrance if you already have.Â
- Pandemonium: Mentor no longer speaks the same line twice when you move over both ramps in the first room.Â
- Beginning of the End: added a slight pause before the final cutscene changes locations on you.Â
- Beginning of the End: the thugs around the crystal will halt their speech if attacked.Â
- Beginning of the End: added a pause for end cutscene.Â
- End of Time: Timemaster will no longer have his lines get cut off when he disappears.Â
- End of Time: the portal had an attention mark on it in the final cutscene.