After long time, here is a 0.80 update to the game It contains a lot of new things, that I have been working on through the years. And I hope to do some more updates in near future again
And you are always welcomed on our discord
Latest download link: FW3 0.76
Unpack and run via FW3launcher.exe (will update game to latest version)
Most important updates :
- new ships : Challenger, Cheyenne, Norway and others – see “ship changes” below for more details
- new damage textures on – Cheyenne, Excelsior, Nebula, Sovereign, JH BB, Galor, Neghvar
- ENGINES – operational/inertial stress of FTL engines – jumping into FTL puts small stress on FTL engines, flying in FTL further increases the stress. When stress reaches maximum operational level, no FTL flight or jump is possible until the stress level drops below operational level.
- Also, entering FTL creates large inertial stress which decreases over time of FTL flight. When dropping out of FTL, the remaining inertial stress is applied. The longer the ship flies, the less intertial stress is applied to engines.
- In other words – the engines face heavy stress when entering FTL and dropping out of FTL in short timeframe. This prevents abuse of repeated short FTL jumps
- AREA CONTROL MAP – map for 2 human player teams, nebulae and asteroid fields, each team has a starbase, dock, stock of defense turrets and sensor platforms, that can be tractored to positions on the map
dozen of control points on map, control point generates victory points when controlled
- to control a point – ship must deploy a boarding party (be on the point with lowered shields for 10s), after that, the point has a short 20s immunity period, where the owner can not change
- game end after defined time (e.g. 20 minutes) – whoever has the most victory points wins
- MOUSE SELECTION – (experimental – activate by button on F5) – ships can be selected by mouse click or mouse drag and right click gives them guard order on defined place (IMPORTANT – player still needs to be a flagship of fleet)
Other interesting changes
- MOUSE CONTROL – left click on a ship – target it (left click outside of any ship – fire)
- TRACTOR – tractor now prevents enemy ships from entering FTL warp
- RADAR – radar scale can be toggled using key 0
- MAP – last known position of ships shown on strategic map (key 9); holding ALT toggles additional info
- ORDERS – cloaking ON/OFF
- HUD – ships info list (key 7) is scrollable by mouse wheel
- SUBSYSTEMS – option to target subsystems by keys 1-8 from temporary onscreen list, after U is pressed
- DUAL MONITOR – support for dual monitors or wide screens – the right side of screen can show strategic map (key shift+9) or ships overview (key shift+7)
- dual.monitor.support=true
- dual.monitor.x.resolution=1600
- HD RES SUPPORT – some limited support for large resolutions (HD, 4k) – configurable :
- hud.resize=2
- font.ingame.size=26
- WORMHOLES – can be added to maps/scenarios (one can be tested on weapons test site scenario)
- wormholes can have multiple terminii (exits). The ship transits to a terminus, that is closest to its heading
- VARIANTS – ships with variants are indicated in lobby by enlarging their button when mouse cursor is above them
- NEBULAE – particle effects for red nebula
Minor changes and fixes
- MAP – objects symbols made larger on strategic map
- MAP – neutral objects rendered grey in schematic map mode
- MAP – red nebula disengages warp
- MAP – in map contrast mode (key 4) neutral objects keep their color (mostly for nebulae)
- BUG – detailed target info not visible when target is not revealed
- HUD – when disabled (F2), mission goals are not rendered
- HUD – advanced HUD (key 8) is default to mode 1 (instead of 0)
- HUD – advanced target info (key 6) – speed and sensor profile removed; replaced by fleet and orders; ships of the same fleet as player are marked with *
- HUD – on holding ALT, you can display additional ships info
- STRATEGIC MAP – ship movement vectors shown when advanced HUD > 0 is used (key 8)
- STRATEGIC MAP – cross warp visibility – even when moving in warp, other ships outside warp are visible and when not moving in warp, ships in warp are visible. Unlike in normal view.
- STRATEGIC MAP – scaling of ships and movement vectors according to zoom
- STRATEGIC MAP – visual ping on new sensor contacts
- readme – updated
- ORDERS – only ships assigned to a fleet follow orders for that fleet
- ENGINES – <structuralHitPoints> can be defined
- MODS screen – fixed bug of mod buttons positioning with three mods
- TARGET – fix for a bug where ships stopped looking for new targets after 100 attempts
- ORDERS – object without engines do not appear in strategic view for sending orders (F5)
- AI – energy levels management for – normal/cloaked/retreat
- ORDERS – REPAIR – ships stay in dock to repair also armor and subsystems, not only hull
- DYNAMIC BACKGROUND – tileResizeRatio for higher resolutions
- DYNAMIC ZOOM – max zoom limit increased
- SHIELDS – better ratio for immediate capacity by energy allocation
- SCENARIO – test scenario ds9.xml removed
- SCENARIO – starting locations of teams configurable teamAPositionX teamAPositionY teamBPositionX teamBPositionY
Ship changes
Federation
- Challenger new
- Cheyenne new
- Freedom new
- Springfield new
- Norway new
- Constellation higher warp engines HP
- Steamrunner changed date
- Sabre update
- Nova update
- New Orleans update
- Luna update
- photon turrets new
- starbase+ variant with weapons
Klingon
- starbase new
- dock new
- turrets new
- ktinga wireframe
Cardasia
- transport new
Romulans
- Scimitar changed torpedo firing from voley to single + wireframe
Common
- nebulae update
- planets update