FREEDOM FORCE X PATCH V1.2
Thanks to everyone at Freedom Reborn for their feedback on the Expansion pack. In return I'd like to fix
all the porblems you've been experiencing.
New users (ie those who haven't downloaded the Expansion Pack yet) can get the new V1.2 install over here. To download the patches go here:
FFX Patch V1.1
FFX Patch V1.2
V1.2 File Changes
res.dat has changed, so if you added any effects via the resources tab of FFEdit, you'll want to merge the dat files.
Strings.txt has changed. If you want to get a copy with the original state names in, go here.
fx.dat has NOT changed, neither have any of the files concerned with built-in characters. Any temporary forms you've created, or FX you have installed are safe with this patch!
Nearly all script files have been updated, as have all standard multiplayer map scripts.
aff.py has been updated in a way that should kill the canFly error STONE DEAD!
V1.2 Fixes
Full details are avaialable with links on the updated front page of the manual. Read all about it there.
CUSTOMISATION
Custom characters can now have their customisation entries entered under their character name rather than template names, giving them a permanent idntity between all Danger Room, Skirmish and Campaign sessions. Thanks to the miracle of HeroScan, a small standalone utility shipped with both the V1.2 patch and the new V1.2 installer, the power to customise more easily is now yours! Applies to ShapeShifters too.
ABSORBER
Absorber is now a passive ability on other characters, activated by any close-range attack. The absorbed strength, speed and energy fade over time, and are accompanied by visual cues.
BLOODSUCKER
Also passive now, no more ugly and unwieldy custom commands
ERROR REPORTING
Common errors are now reported through the status bar
Dummy powers are now labelled as doing absolutely nothing, to be less misleading.
IMPROVED START_UP SPEED
Freedom Force X now initialises on all characters in a matter of seconds
MULTIPLAYER HOOKS
Freedom Force X hooks are now added to all standard multiplayer maps. No guarantees, but testing can begin.
NPC ATTRIBUTES
Passive attributes such as DISPERSED STRUCTURE, BATTERY POWERED, PHEREMONES, EPHEMERAL now work for NPCS as well as players.
BUG FIXES
Ephemeral and Heavy Footed update more frequently and so do what they're supposed to.
Crystallisation behaviour improved.
Building debris can now be TK'd, absorbed and so on.
'canFly' error in Alex's Danger Room should be STONE DEAD! now. Or else!
'targetGender' errors for characters with PHEREMONES should no longer appear.
Frozen Damage is automatically turned off for Freedom Force Nuclear Winter levels.
V1.1 Fixes
EZ DANGER ROOM
The compatibility problems with th 'canFly' message are incorporated into the Patch
MIMIC, LIVING LASER, SHAPESHIFTER, EXPLOSIVE, DISPERSED FORM
No longer end a mission prematurely when the character is the last hero and uses one of these powers.
Fixed for campaign missions, skirmish and EZ Danger Room
MIMIC
Fixed to work in EZ Danger Room (it was totally busted in here).
Mimicking a non-hero no longer causes the character to become mysteriously invulnerable.
(You'll see a KO bubble above them when they mimic, this is a necessary side-effect of the solution)
Mimics also revert to their original form when stunned. Just because I like that idea.
SHAPESHIFTER
The rules for shapeshifting have been streamlined and the documentation updated with examples.
Briefly, they are now as follows:
- If you take shapeshifters and temporary form characters along on a mission together, whether it be FF campaign, EZ Danger room or skirmish, the game will associate those characters and destroy the temporary form.
If you're in campaign, it will also write the association to your ffxshapes.py file, making it permanent for the campaign.
- If you just take shapeshifter(s), then the game looks in the ffxshapes.py file for temporary forms to associate.
It can't really do this in EZ Danger Room or skirmish mode, so you can put a default template list in ffxshapes.py, associating any 'loose' shapechangers with a variety of built-in forms. So if you want to have a full squad and shapeshifters in skirmish or EZDR, you can go this route.
Note that the presence of temporary forms will override this.
ATOMIC TOUCH, BUTTERFINGERS
Once again work correctly.
REGENERATIVE
Can't cause damage if the character has negative energy points form an energy drain.
Also stops when the character is knocked out - this was causing regeneratives with biohazard or similar powers to continue radiating after KO.
FROZEN DAMAGE
Freezing is now capable of KO-ing victims if they reach 0HP
PUPPET MASTER
Deanimating an object with 0HP (or when an animated creature is KO'd) causes them to revert to inanimate form and then
get destroyed. This means animated cars will blow up like a real car on death, etc. and the object is no longer around for re-animation.
MINUTEMAN
Minuteman's attributes have been restored to normal. Sorry about the mess there.