Changelog
Here will find the full, extensive list of patch notes for each version of TFTC. This page will be updated as new patches are released.
Version 1.3.4a - 28/10/2024
Full patch notes for TFTC v1.3.4a. Your existing pilot saves should be compatible with the new version, but make sure to back them up beforehand just in case. They can be found in the root XWA folder with the file extension .PLT.
General Updates & Fixes
Updated almost all DLL Hooks with recompiled versions, using a dynamic runtime instead of static, to significantly reduce chances of Anti-Virus software flagging them as false positives. This usually just affected hook_gimbal_lock.dll file. Only four DLLs have not been updated as they contain major changes that may affect 1.3.4 in unforeseen ways as they are intended for v2.0 and XWAU 2024 (this is mostly relating to weapon and shield behaviour) but they have not been flagged by AV’s in their current states. If any issues persist, we recommend adding an exception rule to your XWA folder so it doesn’t get flagged. We do not intentionally add viruses, these are always false positives! All code for our DLL hooks is available to view from Github: https://github.com/JeremyAnsel/xwa_hooks
Updated ddraw effects to latest version. This will fix some minor graphical issues that may have cropped up in 1.3.4 and any graphical features or fixes added since for XWAU 2024.
Updated vsync setting to be on by default. This is because the more FPS you have, the weirder the game engine behaviour becomes so we always recommend limiting to 60FPS if possible. For VR, we recommend 120FPS. Remember you may need to also set your monitor to 60Hz if you are having any noticeable FPS issues or strange AI behaviour.
Added ability to shift position of cockpit holograms by using the ALT+Arrow keys.
Added Active Cockpit 2.0 – You can now press buttons inside the cockpit when running VR.
Added the new Imperial-II Star Destroyer model by VinceT.
Added the new Factory model by VinceT.
Added the new Container Hangar model by VinceT.
Added new hangar objects and updated texture quality of several other hangar objects.
Updated texture quality of the Utility Tug.
Updated several variants of the Platform station types for Reimagined and fixed some LoD issues. (Classic has other changes to consider that are left out for now).
Disabled hologram lines in the tech room or mission briefings when focusing on a craft type.
Fixed a geometry error in the Super Star Destroyer model as well as a couple of other minor bugs.
Fixed issue where IsWarheadCollisionDamagesEnabled is set to 1 when it should be 0. This is to prevent rapid destruction of larger ships and stations when fighters armed with warheads collide with said larger ships/stations.
Mission Fixes (Reimagined Only)
B1M2-R: Fixed issue where Muugari X-Wings would not arrive on Hard difficulty.
B1M2-R: Removed X-W Kurl FG from Easy/Medium. This FG was one of the last to arrive but also went consistently for the player and very high AI skill.
B1M2-R: Reduced AI skill of X-W Derk to Veteran.
B1M2-R: Reduced Y-W Gold and Y-W Red to 4 ships per wave (-8 ships total). Less torpedo spam, less to kill.
B1M2-R: Increased AI skill of T/F Beta to Ace.
B3M4-R: Fixed issue where TRN Maaser was invincible, preventing completion of the mission.
B3M4-R: Fixed issue where M/FRG Ludwick has Thrawn as its cargo.
B4M5-R: Fixed incorrect protect orders for T/B Delta.
B7M1-R: Reduced AI skill for all Rebel fighters on Easy difficulty to Veteran (some were on Ace, others on Top Ace). This should hopefully make the mission a bit easier on Easy which really did not feel easy!
B7M1-R: Fixed incorrect icons on map briefing with Zaarin's destroyers, they should be Gladiator icons not ISD icons.
B7M1-R: Reduced number of waves of Y-Wings and B-Wings by 1 (-12 ships total).
B7M1-R: Reduced number of waves of A-W Green by 1 (-6 ships total).
B7M3-R: Fixed issue where PSD Glory icon was missing on the map briefing.
Version 1.3.4 - 29/11/2023
Full patch notes for TFTC v1.3.4. This also includes some XWAU v6.0 patch notes where relevant. . Your existing pilot saves should be compatible with the new version, but make sure to back them up beforehand just in case. They can be found in the root XWA folder with the file extension .PLT.
Graphics + Gameplay
(XWAU 6.0) Updated XWA Update to v6.0. Brand new versions of the Preybird Fighter, Buoys, Hangar Sounds, Pilots, multiple fixes, updates and more! To read the full details, open the readme file here: Readme\Updates\ XWAU Mega Patch Update v6 Readme.pdf
(XWAU 6.0) Added new Pilot backup tool in the Babu Frik Configurator. When using this new tool, your progress save ”.PLT” files will automatically get copied as a backup to your Windows (Username) Documents folder. Example Documents\X-Wing Alliance\Pilots Backup. So you can restore a version if you have any issues with playing after installing XWAU.
The backups are not incremental, so the latest Pilot file will always be the one that is backed up and overwritten. We must say we are not responsible for lost game progress.(XWAU 6.0) Added minor visual updates to the X-Wing and Y-Wing, including new cockpits and the Super Star Destroyer.
(XWAU 6.0) Added new hangar details for Empire hangar showing different Imperial pilots in various states (with helmet, without helmet etc) by ual002 and Ace Antilles.
(XWAU 6.0) Updated the materials file for a large number of ships and stations which will improve shading quality and other fixes.
Updated all DLL hooks to their latest versions. Hooks are individually updated periodically to fix bugs or introduce new features but you can now also easily get these updated hooks yourself if needed from the Tools Menu in the game launcher.
Updated Babu Frik’s Configurator TFTC. Some options have been removed as they are redundant or can cause issues.
Added a new backend texture compression method and optimised other sections of the mission loading screen which should significantly reduce loading times by up to 60% or more.
Added new dynamic cockpits for the TIE Bomber, TIE Advanced and TIE Defender by DTM.
Significantly improved transition time between the hangar and inflight screens (either launching or landing) so it should only take a second or two now at most instead of 10.
Audio
(XWAU 6.0) Added ambient engine sounds for starships, similar to how engine wash noise works but now based on distance between you and the starship in question. Currently working for the Calamari Cruisers, Modified Frigate, Victory and Imperial Star Destroyers.
(XWAU 6.0) Added new background sounds for Rebel, Imperial and Neutral hangars by Ace Antillies. Each hangar will have unique announcements played over the tannoy while waiting to launch. This can also vary depending on what type of mothership you are launching from (ISD, VSD, Platform etc).
Fixed weapon audio issues with the Nebulon-B2 Frigate in Classic.
Fixed missing weapon audio when firing for the V-Wing.
General Fixes
Fixed issue that caused some users with older graphics cards to be locked out of playing the game due to the addition of Instanced Rendering to VR in 1.3.3. This has been separated out now for non-VR players so it's no longer an issue. Should also fix some other crashes reported.
Fixed issues with desync in multiplayer skirmish games so TFTC should now work for multiplayer. In the future we will work on a co-op version of the campaigns.
Fixed issues with AI behaviour when you have high FPS. This was most notable with ships circling around endlessly trying to dock with another ship and the only fix was to limit the game to 60 FPS via external means (Windows, NVidia control panel etc). The AI will now be locked in its calculations at 30 FPS regardless of your own FPS and that should prevent these issues in the future.
Fixed some random crashes in the Tech Room.
Fixed some illumination artefacts when Greebles are enabled.
Fixed issue where you were unable to fire warheads from the TIE Fighter and Interceptor if warheads are assigned to you.
Fixed issue with the ship model displays in the CMD being inverted inside out.
Fixed missing inflight map icons.
Fixed rare issue with the Z-95 Headhunter sometimes deciding to fly off in a straight line into the great unknown, ignoring all assigned orders. This was the result of an obscure bug in the AI maneuverability values for the model that was unknowingly added when a player changed which model version of the Z-95 you used (dual or quad engine version) but ONLY if you decided to change it, otherwise in its default configuration it behaved normally. Regardless of your choice, this introduced the bug and affected all Z-95s in all missions. No more!
TFTC Classic
Fixed issue where destroying the shield generators of a capital ship drops the ships shields to 0%. Surprising as this might be, this mechanic did not exist in the original TIE Fighter, thus it is removed for Classic now as well. Reimagined remains unaffected.
Fixed issues related to incorrect or missing ship numbering on flight groups across multiple missions (e.g. Alpha 1, Alpha 2, Alpha 3 etc).
Battle 0 - Training
B0M3 (Reimagined Version): Fixed flight group numbering issue with T/B Delta and Eta.
Battle 1 - Aftermath of Hoth
B1M2: Fixed critical bug which prevented you from completing the mission.
Battle 6 - Arms Race
B6M3: Fixed issue where the Heavy Lifter would not pick up a single disabled B-Wing.
Battle 9 - TIE Defender Technology
B9M1: Fixed issue with FG colour of X-W Gold.
B9M4: Fixed issue where NAVB/1 B-0F9 was ‘attacking’ Imperials.
Battle 11 - Hunt for Zaarin
B11M6: Fixed goal typos.
Battle 12 - Prelude to Endor
B12M2: Fixed issue where disabled ATRs were not repaired after being boarded by the TRNs.
B12M2: Fixed issue with the arrival trigger of several groups of A-Wings.
B12M5: Fixed primary goal typo with DREAD Dargon.
Battle 13 - The Emperor’s Will
B13M1: Adjusted timer between map briefing pages.
B13M1: Fixed issue with GUN Rho not having flight numbers.
B13M3: Fixed issue with ATR Omega 1 sometimes being unable to dock with C/CRS Link.
B13M3: Fixed issue with Z-95 Blue (Hard) not arriving due to its trigger being tied to a FG that only appears in Medium or Easy.
TFTC Reimagined
Fixed issue where the old CR90 Corvette model was being used even though in 1.3.2 it was the newer model.
Fixed issue where the Imperial-I Star Destroyer was not firing all of its assigned weapons.
Fixed issues related to incorrect or missing ship numbering on flight groups across multiple missions (e.g. Alpha 1, Alpha 2, Alpha 3 etc).
Battle 0 - Training
B0M1: Removed erroneous asteroid field, it shouldn't be there!
Battle 1 - Aftermath of Hoth
B1M6: Added +50s to the Lulsla’s repair wait timer. Fixed inflight messages related to this as well.
Battle 2 - The Sepan Civil War
B2M4: Changed arrival conditions of Z-95 Foxtrot 4 and V-W Echo 4.
B2M4: Fixed arrival conditions of V-W Echo 1 as it was tied to FRG Shemsher, not ACC Falaricae.
Battle 3 - Battle on the Frontier
B3M1: Fixed issue with X-W Red 5 giving out abnormal amounts of combat points when destroyed.
B3M1: Changed attack orders targets on Order 3 for X-Ws Red and Blue and Y-Ws Blue and Gold.
B3M4: Fixed goal typo. Should be PLT/2 not PLT/3.
B3M4: Fixed incorrect prevent goal description if triggered which could cause player confusion as to why the goal was failed.
Battle 4 - Conflict at Mylok IV
B4M3: Replaced SHU Omlux and Eput with Sentinel Landing Craft (This was supposed to be in 1.3.3 but somehow didn't make it).
B4M3: Fixed issue with T/B Beta arriving from hyperspace.
B4M4: Fixed issue where goal text still referenced ISDII Glory when it should now be ISDII Razor.
Battle 5 - Battle for Honour
B5M3: Changed PLT/1 DS 5, CRL Margaret, S/CRV Hope and FRG Swift so they are invulnerable and cannot be destroyed by a dedicated player.
*B5M4: Changed behaviour of ATR Omega and Omicron so that instead of directly capturing PLT/1 DS-5, they will instead fly directly into its hangars and despawn which will cause the ‘capture’ of the station and mission success. This fixes an issue where the ATRs could sometimes cause the destruction of PLT/1 DS 5 after docking, causing mission failure.
Battle 6 - Arms Race
B6M2: Renamed some T/I and T/F flight groups from Gamma and Eta to Theta and Iota.
B6M3: Fixed issue where ISDII Razor was still called ISDII Glory (in both regions). Also fixed briefing and goal texts and edited the Secret Order audio to remove reference to the Glory.
B6M4: Removed cargo ‘Adm. Zaarin’ from ISDII Razor.
Battle 7 - Treachery at Ottega
B7M1: Updated Harpax prevent goal so it says it must survive until 'all reinforcements arrive' instead of specifically Vader or Zaarin (the trigger is Zaarin must arrive).
B7M2: Adjusted the starting positions slightly of the enemy capital ships
B7M2: Added 1500hp to ISD Devastator’s hull strength. It was proving a bit too hard to keep her alive on some difficulty levels.
B7M3: Removed the final primary goal (VSD Stalwart must enter hyperspace) and shifted it to a Bonus goal instead. This means as soon as the Emperor is on board, the mission is a success. There were issues where the Stalwart entering hyperspace didn’t always reliably work.
Battle 8 - Strategic Warfare
B8M3: Removed duplicate warhead option for Advanced Missiles in the hangar.
B8M3: Fixed issue where you were unable to issue orders to your wingmen.
B8M4: Fixed issue where it was impossible to achieve the secondary goal of destroying 100% of all Rebel craft (ignoring any captured Rebel assets).
B8M5: Fixed issue where if the player stays long enough, Zaarin’s fleet ends up colliding with each other due to waypoint pathing.
Battle 9 - TIE Defender Technology
B9M1: Renamed some background TIEs.
Version 1.3.3 - 15/07/2023
Full patch notes for TFTC v1.3.3. Your existing pilot saves should be compatible with the new version, but make sure to back them up beforehand just in case. They can be found in the root XWA folder with the file extension .PLT.
Graphics + Gameplay
(XWAU 5.6.2) Added new explosion effects from MechDonald.
(XWAU 5.6.2) Added new Imperial-I Star Destroyer model by Vince T.
(XWAU 5.6.2) Added new TIE Experimental models (all variants) by DTM.
(XWAU 5.6.2) Added new Y-Wing cockpit by Sedion and Spyder
Updated ddraw with latest version as of patch release (v2.4.5.0 - 26/06/2023). This includes:
Added Ray Tracing. This is disabled by default but can be enabled via the Babu Frik configurator. Warning: This will impact performance!
Increased VR performance by up to 30% in some cases.
Various fixes and stability improvements.
Non-VR performance has had minor improvements from other hook updates.
Added new dynamic cockpits for the TIE Fighter and TIE Interceptor by DTM.
Added a new main concourse screen by Ual002 with updated graphics and new, sometimes unique animations that change depending on your current progress in both Classic and Reimagined.
Added the Predator-class Star Destroyer (PSD) by Vince T.
Added the Vanguard-class heavy frigate (V/FRG) by Vince T.
Added the Valiant-class cruiser (V/CR) by Vince T.
Added the V-19 Torrent-class heavy fighter by DTM. This is replacing the Krayt Gunship which was an unused ship asset added by TFTC in its early days.
Updated the Recuscant-class Destroyer (a.k.a. Commerce Guild Destroyer) model and rebalanced its weapon systems.
Audio
Updated hook_imuse.dll as the latest version was not included in 1.3.2 as it should’ve been. Reduces small ship arrival/destruction cue spam.
Reduced volume of the inflight engine noise for the Missile Boat.
The TIE Fighter, Interceptor, Bomber and Assault gunboat have had the classic OG TIE Fighter high/low powered laser and ion sounds added. The TIE Defender also has the classic Ion sounds. The TIE Advanced and Defender will keep their current high power laser sounds but use OG TIE Fighter low powered laser sounds.
Fixed some laser audio issues with a variety of other fighters and transports.
General Fixes
Fixed a long standing issue with the game engine called ‘gimbal lock’. This issue has been present in every version of the engine, from the original X-Wing to X-Wing Alliance, where if you try to fly straight ‘north’ or ‘south’ in the skybox, your ship will not fly straight making it very difficult to chase and aim at enemy targets at these angles. This is now fixed with new code to define flight behaviour!
Fixed issue which prevented starship shield regeneration from working which has been present since v1.0. This only affects Reimagined as Classic does not need this functionality since the OG TF did not have this mechanic.
Fixed issue where cutscenes could cause a crash to desktop.
TFTC Classic
Added new Bulk Freighter hangar skins and model file as well as fixing its INI file so hangar items are positioned correctly.
Updated YT-1300 Freighter to match the TIE98 version and fixed some issues found with it.
Added new audio messages for the classic Training missions when the player completes all bonus objectives.
Reduced the physical size of the Nebulon-B and B2 Frigates, Interdictor Cruiser and all Platforms to match the TIE98 dimensions.
Fixed issue where the Pilot’s Room memorabilia were all labeled incorrectly or not showing up when switching version from Reimagined to Classic.
Fixed issue where the Escort Carrier, Deep Space Manufacturing Facility and Asteroid Warhead Launchers were giving excessive amounts of combat points on their destruction.
Fixed issue where one of the Escort Carriers turrets was indestructible.
Fixed some issues with the Muurian Transport.
Fixed orientation of Container type B to match TIE98 version.
Battle 5 - Battle for Honor
B5M2: Fixed issue where several ships and containers were missing flight group numbers.
B5M2: Fixed text bug with secondary goal to inspect all freighters.
B5M2: Fixed issue where PLT DS 5 was shooting green lasers instead of red.
B5M3: Changed formation of FRT Karflo 2 and 3 so they don't crash into each other
B5M3: Fixed minor audio issue with the briefing.
B5M4: Fixed issue where T/A Rho were missing flight group numbers.
B5M5: Fixed flight group numbering issue with T/A H-Beta
B5M5: Fixed positioning of M/CRVs Wurger 1 and 2 so they are 2.5km apart instead of 15km.
Battle 7 - Treachery at Ottega
B7M2: Added missiles to FRG Akaga.
Battle 8 - Strategic Warfare
B8M4: Fixed issue with the triggers of one inflight message.
B8M5: Fixed typos in a couple of inflight messages.
B8M6: Fixed flight group numbering issue with T/B Z-Eta and T/B Z-Beta.
Battle 9 - TIE Defender Technology
B9M2: Fixed issue where CRVs Uhu 1 and 2 was not dropping off its assigned probes.
B9M2: Removed option to use Mag Pulse warheads in the hangar.
B9M2: Fixed typo with mission title.
B9M5: Fixed typo in prevent goal description.
Battle 10 - New Threats
B10M5: Fixed typo with mission title.
TFTC Reimagined
The ISDII Glory has now been replaced by the new Predator Star Destroyer model. This is a unique ship that will now serve as Zaarin’s flagship (the Glory) for the remainder of the story. It has been retroactively introduced into B6M4, B7M3 and B8M5, while all previous missions leading up to B6M4 that contain the ISDII Glory have been renamed to the ISDII Razor with dialogue re-records done as needed to accommodate the change.
All missions using the older model of the ISDII are now using the more recent one. We are still waiting for a new model replacement (less poly heavy) for the ISDII but this will be in a future patch.
All missions where capital ships had a 200% shield flag have had that removed and their stats individually buffed to compensate for the change.
More spelling and grammar fixes across multiple missions.
Battle 1 - Aftermath of Hoth
B1M6: Added the VSD Protector and M/FRG Akaga in the D-34 region while the player is battling the Lulsla. This will tie narratively into your transfer to the Protector for Battle 2 and I hope also makes the first cutscene make a bit more sense.
B1M6: Added dialogue to the victory briefing to bring attention to the arrival of the Protector and Harkov’s interest in you.
Battle 3 - Battle on the Frontier
B3M2: Added hidden prevent condition for ATR Tigers destruction.
B3M5: Added hidden prevent condition for TRN Omegas destruction. Although it is never under threat in the mission, if the player wants to destroy the ship for fun it will now cause mission failure.
Battle 4 - Conflict at Mylok IV
B4M3: Changed SHU Eput and Omlux into Sentinel Landing Craft (L/C). This fixes an issue where if the SHU’s were destroyed on the platform arm, the explosion splash damage would rapidly destroy the station.
B4M4: Renamed ISDII Glory to Razor. Dialogue has been rerecorded as needed.
B4M5: Renamed ISDII Glory to Razor. Dialogue has been rerecorded as needed.
Battle 5 - Battle for Honor
B5M2: Fixed trigger issue with BONUS goal for defeating the pirates.
B5M2: Fixed minor typo with one of the primary goals.
B5M3: Changed name of A-W Alpha to A-W Red.
B5M3: Fixed issue where T/A H-Alpha 1 didn’t arrive due to incorrect arrival conditions.
B5M3: Fixed issue with ‘return to the task force’ message trigger.
B5M3: Fixed issue where X-W Red would sometimes attack convoy ships due to Protect order.
Battle 6 - Arms Race
B6M2: Fixed attack orders of Y-W Yellow 3.
B6M2: Updated Prevent goal text to be more clear.
B6M2: Fixed audio message which played ‘Abort mission’ if ESF Inferno took heavy damage.
B6M2: Renamed ISDII Glory to Razor. No dialogue rerecord was needed.
B6M3: Renamed ISDII Glory to Razor. Dialogue has been rerecorded as needed.
B6M3: Fixed issue with naming of Kelnor 2 being duplicated.
B6M3: Fixed issue with redundant bonus goal being present.
B6M4: Renamed ISDII Glory to Razor. No dialogue rerecord was needed.
B6M4: Added the Predator-class Star Destroyer (PSD) Glory to the Omar system region among the other ships and added inflight dialogue to draw attention to it.
B6M4: Added BONUS goal to inspect PSD Glory.
B6M4: Replaced the Venator-class destroyer Sorsonog with the Valiant-class Cruiser which is a unique variant of the Venator. This ship will serve as the flagship of the Nami and will have a more prominent role in Reimagined Battles 9 and 10.
Battle 7 - Treachery at Ottega
B7M1: Fixed issues with several Rebel flight groups not triggering properly on Hard difficulty making it easier than it should be.
B7M1: Fixed arrival position of T/A Omega when requesting reinforcements.
B7M1: Changed Prevent goal for INT Harpax destruction so that it clears after Zaarin’s forces arrive instead of ISD Devastator. There was a rare chance for the Harpax to be destroyed in the short window it takes Vader's forces to crush Harkov’s fleet that some ships can escape if the Harpax is destroyed.
B7M2: Fixed issue with ESF Inferno attacking INT Harpago.
B7M2: Fixed various other attack order issues for several flight groups.
B7M2: Fixed issue where Vader’s TIE x1 would hyperspace out instead of returning to the ISD Devastator.
B7M2: Fixed and re-recorded one inflight line of dialogue that didn’t make sense.
B7M3: Changed the ISDII Glory to the new Predator-class Star Destroyer (PSD).
B7M3: Fixed issue where VSD Stalwart and M/FRG Ludwick had the 200% shield flag still when they shouldn’t.
B7M3: Fixed issue where you couldn’t dock with M/FRG Ludwick.
Battle 8 - Strategic Warfare
B8M1: Added shields to FRT Pinter.
B8M1: Reduced the wait time of FRT Pinter before it departs Omar Prime by 1 minute. This will fix an issue where the ISD Allecto could destroy the freighter before it departs.
B8M1: Removed invincibility flag from ISD Allecto so you can destroy its turrets, but it has been significantly buffed in HP to discourage trying to fight it. It will also be extremely hard to disable it.
B8M1: Fixed issue where TRN Runner was not included in the evacuation transport group.
B8M2: Changed waypoints of GUN Mu to reduce risk of crashing into the ZA-13 stations.
B8M3: Fixed issue with freighters not being numbered properly.
B8M3: Changed waypoints of all TIEs to reduce risk of them crashing into each other.
B8M3: Fixed issue where completing BONUS goal to destroy all Rebel IFF couldn’t be completed.
B8M4: Fixed issue where completing BONUS goal to destroy all Rebel IFF couldn’t be completed.
B8M4: Added Prevent condition for PLT/2 RS-32 so if it’s destroyed it will cause mission failure.
B8M5: Changed the ISDII Glory to the new Predator-class Star Destroyer (PSD).
B8M5: Added invincibility to all of Zaarins ships when they arrive at the end of the mission so a dedicated player can’t blow them up!
B8M5: Fixed issue with T/B Z-Iota 4 not arriving.
B8M5: Removed T/A Z-Delta 6 (Easy/Medium) flight group (redundant group that never arrived).
Battle 9 - TIE Defender Technology
B9M1: Fixed text error in map briefing line referring to Thrawn as a Vice Admiral when he’s since been promoted to full Admiral.
B9M1: Removed duplicated option of a Tractor Beam in the hangar selection screen.
B9M1: Fixed name of ISDII Adarga.
Training Missions
TIE Advanced Training
T5M2: Fixed primary and secondary goal typos.
T5M3: Fixed incorrect target orders for two flight groups.
TIE Defender Training
T6M4: Fixed arrival trigger of B-W Red 2.
Missile Boat Training
T7M2: Fixed incorrect shiptype listed in primary goal.
T7M3: Fixed issue with hyperbuoy that prevented jumping to the next region.
T7M4: Fixed starting positions of T/D Rover
TIE Fighter Demo Mission
T8M1: Fixed issue with TIE’s launching at zero velocity from the CRV hangar.
Version 1.3.2 - 15/10/2022
Full patch notes for TFTC v1.3.2. Your existing pilot saves should be compatible with the new version, but make sure to back them up beforehand just in case. They can be found in the root XWA folder with the file extension .PLT.
General Fixes
Fixed a critical issue in Reimagined where starships were using Classic loadout. This means some ships had less firepower whilst others didn’t even fire at all (due to EXE differences). This affected much of the entire campaign in a negative way.
TFTC Reimagined Missions
Battle 2 - The Sepan Civil War
B2M5: Fixed issue where SHU Omlaut could not be inspected preventing mission completion.
B2M5: Fixed issue with SHU Omlaut and escorting T/A’s ramming into VSD Protector at the end of the mission.
Battle 5 - Battle for Honor
B5M1: Fixed issue where T/I Theta could sometimes attack M/FRG Osprey.
Battle 7 - Treachery at Ottega
B7M2: Fixed issue where it was not possible to destroy all enemy forces to satisfy primary goal condition to ‘Defeat Zaarin’s Ambush’.
B7M3: Fixed issue where VSD Stalwart would not hyperspace out preventing mission completion.
B7M3: Added a Reinforcement Request wave of Gunboats. Six ships from GUN Rho will arrive after a 30 second delay (assuming you are at Coruscant). Two will escort the player, the rest will freely engage. All will respond to player radio commands.
B7M3: Added four more ships to T/A Omega on Hard difficulty only. They spawn from VSD Stalwart upon its arrival.
B7M3: Added four more ships to T/A Omega on Medium/Hard difficulty only. They spawn from VSD Stalwart after Zaarin’s fleet breaks through the defence line to help reinforce you.
B7M3: Added four more ships to T/I Gamma on Hard difficulty only upon mission start that will help defend the Majestic.
B7M3: Added three more ships to T/F Beta on Hard difficulty only upon mission start that will help defend the Majestic.
B7M3: Added Prevent goal for M/FRG Ludwick being destroyed.
B7M3: Removed the 200% shield flag on VSD Stalwart (-2880 shield hp) and M/FRG Ludwick (-1408 shield hp). These ships will now be buffed individually to compensate.
B7M3: Buffed the Shield/Hull hit points (hp) of ISDII Majestic, VSD Stalwart and M/FRG Ludwick.
ISDII Majestic: 0/3000 (0/+712)
VSD Stalwart: 7000/3000 (+4120/+1624) - This means a total net gain of +2864 hp.
M/FRG Ludwick: 3400/1000 (+1992/+350) - This means a total net gain of +934 hp.
B7M3: Adjusted waypoints and hyperspace exits of Zaarin's main fleet. Its possible now for the outer elements of his fleet to start firing on the VSD Stalwart and M/FRG Ludwick.
Version 1.3.1 - 11/10/2022
Full patch notes for TFTC v1.3.1. Your existing pilot saves should be compatible with the new version, but make sure to back them up beforehand just in case. They can be found in the root XWA folder with the file extension .PLT.
Gameplay Changes
Changed YT-1300 weapon loadout for TFTC Classic so it has less firepower.
Graphical Updates
Updated TFTC version of the Babu Frik Configurator by Ace Antillies.
Revamped Special Effects section.
ISD and VSD options removed for TFTC only.
Updated ddraw effects to latest version.
Added new main concourse animations. These animations play dynamically as long as you are on this screen. Can you spot Thrawn in one particular mission? ;)
Added configuration option to change IFF colours so that all friendly forces will appear as Green and all enemy forces appear as Red whilst IFF colours Blue, Yellow and Purple will no longer show up. Additionally when this option is enabled, all messages in the message log will appear in white. To enable this function, open the file hook_tourmultiplayer.cfg in the root directory with notepad or another text editor and change GreenAndRedForIFFColorsOnly to 1. In the future we hope to add this as a toggle option to the Babu Frik Configurator.
Added D-34 skins to the PLT/1 Platform hangars for all affected missions.
Added flight group colours for all TIE craft in Classic.
Changed the default model profile of the TIE Advanced to be the Mark II version which has the hexagonal cockpit. Mark I versions will only appear with Harkov controlled T/As in Classic and Reimagined.
Updated installer, launcher and splash screen images with the new TFTC logo.
Updated credits cutscenes again with new entries.
Audio Updates
Added new behaviour to play the TIE Fighter tracks ‘POL’ and ‘REB’ which were previously spliced into other tracks. The reason for this was that previously, these tracks could not exist separately due to a lack of IFF based tracks to use in XWA. This is now changed so that each IFF plays its own unique track (when the code demands it). This affects the Remastered, Roland SC-55 and Sound Blaster AWE32 soundtracks. The Gravis Ultrasound soundtrack is still missing some elements so has not been changed.
The inflight track ‘Intro’ (which plays after you launch from the hangar) has been rescored so it loops from gentle to bombastic and back again with some variation as a 10+ minute long track.
Changed Hangar music so it only plays once when you first load the mission instead of every time you re-enter the hangar.
Changed behaviour of all small craft arrival\destruction sequences so they are not playing so frequently, disrupting music flow.
Removed delay timer of inflight track state changes. This delay was originally added back before TFTC v1.0 was even released because the track changes rapidly shifted about, part of this issue was because of the ‘Panic’ state. As we are now able to extensively rewrite the iMUSE behaviour, we feel this delay is no longer necessary.
Lowered the volume of various TIE craft flyby sounds.
Fixed issue where the incorrect ship destruction sequence would play when you destroyed an enemy capital ship or station in the Remastered soundtrack.
Fixed issue where the new iMUSE hook behaviour wasn’t working in TFTC Classic.
Fixed issue where the Hangar music got cut off too early when transitioning to the next state.
General Fixes
Fixed a long standing issue where AI fighters armed with warheads could cause the almost immediate destruction or at least severe hitpoint loss of starships and stations if they collided with them. This is most notable currently in B7M3 Reimagined which could not be completed in v1.3 on Easy due to this issue killing the ISDII Majestic before the player could do anything to stop it.
Fixed issue where cutscenes would not play in VR mode.
Fixed issue where the new time compression feature would continue to be active if you docked in a hangar. It will now be disabled on any occasion where you re-enter the hangar.
Fixed issue where station/starship weapon jamming was still enabled for TFTC Classic.
Fixed issue with Light Calamari Cruiser weapon loadout in TFTC Classic.
Fixed issue with Imperial-I Star Destroyer not having enough firepower and missing an Ion turret in Reimagined.
Fixed issue with the updated Imperial-II Star Destroyer model not firing properly (only affected Skirmish as the model was not used in any of the campaigns).
Fixed issue in TFTC Reimagined where just the Briefing Officer appeared instead of both him and the Secret Order images in the campaign room briefing of B1M4, B1M5 and B1M6.
Fixed issue with the Ecliptic Star Frigate hangar causing multiple model profiles to be loaded for the player craft - most notable with the TIE Advanced.
Fixed issue where the older CR90 Corvette model was being used for Reimagined instead of the current XWAU one.
TFTC Classic Missions
Missions with probes used for the ‘complete mission’ objective and other goals or conditions have been moved to region 3 so they are not seen by the player.
Battle 2 - The Sepan Civil War
B2M3: Fixed issue with SPC Glas speed on its fourth order.
B2M5: Fixed issue with SHU Omlaut and T/A’s that could prevent mission completion.
Battle 4 - Conflict at Mylok IV
B4M1: Fixed issue with some missing briefing text.
B4M3: Fixed issue with debriefing audio cutting off the word ‘Technology’.
B4M4: Fixed issue with CRV Phazer 3 and 4 not displaying correct numbers on Hard difficulty.
Battle 9 - TIE Defender Technology
B9M3: Fixed issue where GUN Tau would attack the player.
Battle 12 - Prelude to Endor
B12M4: Fixed issue with PLT/5 Kothlis II orientation.
Battle 13 - The Emperor’s Will
B13M7: Fixed issue where one inflight message was not playing.
B13M8: Reduced AI skill of ATR Z-Omega to Veteran.
B13M8: Removed 50% shield flag on INT Corvus. It now has full shields on mission start to increase its survivability.
TFTC Reimagined Missions
Fixed incorrect mothership hangar issues on several missions.
Battle 0 - Pilot Training
B0M5: Fixed Players landing position on PLT/1 D-34 to the outside landing pad in order to avoid the visual of the Shuttle wings clipping into the ceiling of the hangar.
Battle 1 - Aftermath of Hoth
B1M2: Fixed issue where there were too many enemy fighters on Hard difficulty.
B1M2: Added one extra wave of fighters for T/F Beta, Gamma and T/I Delta.
B1M2: Added one extra ship to each wave of T/I Delta.
B1M2: T/F Alpha’s 7 to 12 will now arrive when CRV Ubote arrives.
B1M2: Increased AI skill of T/F Alpha’s 7 to 12 to Top Ace.
B1M6: Increased wait time of R/CRS Lulsla by 90 seconds before it attempts to flee and jump to hyperspace.
Battle 4 - Conflict at Mylok IV
B4M1: Fixed issue where CARG Verack and Stimner had incorrect IFF attack orders.
B4M1: Fixed issue with message to dock with GOZ Astari not playing its audio.
B4M1: Fixed one message regarding loss of a Cargo Ferry not playing at all due to incorrect trigger.
B4M1: Fixed incorrect spelling of CARG Verack in goal completion to inspect.
B4M1: Fixed issue with misaligned craft on the docking pylons of the Gozanti hangar.
B4M2: Increased wait timers of VCX-100 Pella, TRNs Tynan 1 and 2, YT-2400 Impel and all X-Wings so they leave the station at least a minute or so later than they did before.
B4M2: Added BONUS goal to destroy VCX-100 Pella for 1500 points.
B4M2: Changed targeting sequence for all enemy containers so it should cycle through them in order of their location starting from CN/A Workshop when pressing T.
B4M2: Fixed issue with one message trigger not playing.
B4M2: Changed targeting priorities of X-W Red and removed missiles from X-W Reds 1 and 2.
B4M3: Removed T/B Gamma. This FG has no purpose but can be exploited to arrive if you attack the M/FRG Shamus which can only be done if the player attacks it.
B4M3: Fixed issue where you couldn’t target incoming enemy torpedoes with ‘i’.
B4M3: Changed advanced torpedoes on Y-W Grey to normal torpedoes.
B4M4: Fixed arrival mothership of TRN Nexus after completing treaty signing.
B4M5: Fixed numerous flight group orders or arrival conditions that weren’t enabled properly.
B4M5: Increased the Shield/Hull hit points of FRG Lendova to 2150/750 (+886/+286).
B4M5: Moved the hyperspace exit point of FRG Xerxes to be slightly further away so it takes a bit longer to jump away.
B4M5: Added T/B Eta on Hard only. This flight group has two waves of four ships (+8 ships).
B4M5: Added T/I Theta on Hard only. This flight group has two waves of three ships (+6 ships).
B4M5: Reduced B-W Blue to be a single wave of four ships instead of two waves. (-4 ships).
B4M5: Changed B-W Blue to appear only on Hard difficulty.
B4M5: Changed arrival conditions of TRN Sela and SHU Fonel.
B4M5: Changed T/B Gamma to have proton torpedoes instead of concussion missiles.
Battle 5 - Battle for Honor
B5M3: Changed several message trigger timings and fixed a couple others that were not playing.
B5M4: Fixed issue where YT-1300 Geddawai should be boarded not captured as a goal condition.
B5M4: Reduced TRN Sigma to a single wave (just one ship now).
B5M4: Added hidden Prevent condition to TRN Sigma if it’s destroyed which will cause mission failure.
Battle 6 - Arms Race
B6M1: Fixed issue where you could not complete the primary objective to destroy 75% of all Rebel ships on Easy difficulty.
B6M1: Fixed issue with Gun Platforms moving from their positions causing possible collisions with each other.
B6M1: Removed erroneous Imperial IFF X-Wing sitting on its own for no good reason.
B6M3: Fixed issues with ATRs docking with INC Grupor preventing mission completion.
Battle 7 - Treachery at Ottega
B7M1: Changed Prevent goal regarding INT Harpax so that once the ISD Devastator arrives, its destruction no longer triggers mission failure.
B7M1: Removed 200% shield flag on INT Harpax. Its hit points will be buffed instead individually. (-2240 shield hit points).
B7M1: Increased the Shield/Hull hit points of INT Harpax to 4000/2000 (+1760/+1024). This represents a net gain of +544 overall hit points when factoring the removal of the 200% shield flag.
B7M2: Removed INT Harpax from mission start. On the off chance it is destroyed in B7M1 during a playthrough, it avoids a narrative inconsistency.
B7M2: Fixed issue with enemy Arquitens not concentrating enough fire on the ISD Devastator.
B7M3: Added one extra ship per wave to T/A Z-Eta which attacks the ATR Escape transports.
B7M3: Added mission critical craft roles to ATRs Escape 1 and 2.
Battle 8 - Strategic Warfare
B8M1: Fixed issue with the players wingmen not returning to the VSD Stalwart after mission completion.
B8M1: Tweaked attack orders of enemy TIE Advanced so the player is not so overwhelmed by enemy missile fire.
Battle 9 - TIE Defender
B9M1: Fixed issue where Chaff countermeasure options were duplicated in the hangar
Training Scenarios
TIE Fighter Training
T1M2: Fixed issue with TIE Fighter spacing.
T1M2: Fixed issue with TRN Upsilon causing issues with it repairing the Platform.
TIE Bomber Training
T3M4: Fixed incorrect starting position for the player and A-W Blue.
Version 1.3 - 27/08/2022
Full patch notes for TFTC v1.3. These include some patch notes from XWAU Update 5.5 that directly affect TFTC v1.3. For a full list of changes for XWAU Update 5.5, please examine their readme file. Your existing pilot saves should be compatible with the new version, but make sure to back them up beforehand just in case. They can be found in the root XWA folder with the file extension .PLT.
Gameplay Changes
Added three new missions to the Reimagined campaign.
Battle 0: Mission 5 - Prologue: This mission is a story intro as the Player - flying a Lambda Shuttle - is transferred from training to the Javin sector where D-34 is located to begin their first tour of duty. First and only appearance of Skystrike Academy. IMPORTANT NOTE: If you are currently past Battle 0 (Training) in your pilot progress, this mission will become the next playable mission in the campaign room REGARDLESS of your current campaign progress. This obviously means it will play out of context from wherever you are in the story but this is how the game treats having a mission inserted earlier in the campaign list.
Battle 4: Mission 2 - Attack the Nharwaak: has been rebuilt from scratch and is now a very different mission.
Battle 9: Mission 1 - The Seventh Fleet: This is also a story based mission and will serve as a teaser for the future Reimagined campaigns and will be playable after completing Battle 8.
Added time acceleration feature which will speed up time by a factor of 4. Press CTRL+Q inflight to toggle this on or off - This has not been extensively tested, it may lead to unpredictable behaviour!
Added destructible laser turret and warhead launcher meshes for the MC80 Winged and MC80A Chatnoir Calamari Cruisers. They can now be disarmed in combat by destroying these hardpoints.
All starships, armed freighters and armed stations in Classic Only have had their weapon loadouts rebalanced to resemble the original TIE Fighter better, this should improve gameplay balance in the Classic campaign.
The following ships in Reimagined Only have had their Shield/Hull hitpoints changed:
Y-Wing/B: 30/25 (0/-20)
Cargo Facility Two: 4992/2800 (+2112/+1424)
Pirate Shipyard: 3008/4992 (+1984/+3842)
Removed the skip mission limit of 3. Now you can skip as many missions as you want to. This will help if, for example, a player wanted to skip all the tutorial missions and get straight to the campaign without using up your limit of 3 missions to skip.
When skipping a mission, the popup message will now warn the Player that they will not be awarded any medals if playing the final mission of a Battle campaign.
The SLAM system now requires an initial laser energy consumption penalty when activating. This prevents it from being spammed on and off with no penalty to your current laser energy reserves.
Disabled the station and starship weapon jamming systems when a Player flies too close to said station or starship for Classic Only.
(XWAU Update 5.5): All DLL hooks have been updated to their latest versions.
Graphical Updates
(XWAU Update 5.5): Added the new GPU based ddraw update. This means a significant performance update for the whole mod as finally the game engine will use your GPU to process instructions instead of just the CPU. It still will not fully utilise modern hardware capabilities as the engine lacks multithreading/core capabilities so there will still be a CPU bottleneck, but ultimately it's nowhere near as bad and even a mid-tier gaming system should be able to run even the most heavy Reimagined missions now with minimal lag. This also significantly improves the VR experience with less lag.
(XWAU Update 5.5): Added the new diegetic joystick feature in dynamic cockpits. In layman's terms, this means the in-game rendered control stick will move in sync with your controllers movements.
(XWAU Update 5.5): Added the new TIE Advanced x1 fighter model (Vader’s fighter) by DTM.
(XWAU Update 5.5): Added the new A-Wing model by Spyder and DTM.
(XWAU Update 5.5): Added the new Escort Transport model by Vince T.
(XWAU Update 5.5): Updated the Victory Star Destroyer I and II models and hangars with improvements.
(XWAU Update 5.5): Added new damage textures and animations to the TIE Fighter and Interceptor models when their hull strength drops below a certain percentage.
(XWAU Update 5.5): Further improvements and fixes to the VR experience.
The primary DAT file which stores most of the TFTC backgrounds now has the benefit of heavy compression, so instead of a 2GB file, it's more like 350MB and can now squeeze many more images into them. This negates the need to run more than one primary background DAT file due to the 2GB file size limit. The downside is noticeably longer mission loading times as it needs to decompress the images needed when a mission is loading. The mission loading screen has been updated to remind Players to be patient while loading.
Added a splash screen image when starting up the game and when a mission loads/ends instead of the usual blank screen.
Added the Skystrike Academy station. It will appear in the new Reimagined B0M5.
Added the VCX-100 Corellian Transport. It will appear in the new Reimagined B4M2.
Added the Tycon-Class Battlestation. This station will feature prominently in Reimagined Battle 13 but will be introduced retroactively into Reimagined B6M2 over Sluis Van.
Added a new hangar model for the Corellian Corvette.
Added a new hyperspace tunnel effect when you are interdicted while jumping from one region to another.
Added the Lambda Shuttle as a model miniature in the pilots room that will go with the other ship models you acquire. It will spawn in the room after you complete B0M5 Reimagined. This model will not be available in Classic.
Increased number of rendered radar dots from 48 to 512. This will hopefully help more with situational awareness of the battlefield as before any dots would disappear from the radar screens if there were more than 48 displayed.
Updated Arquitens Light Cruiser model with improved model shading, texture illumination and light emissions from the engines.
Updated all Laser and Ion bolt weapon models with new textures. This should also fix issues where if you raised the in-game gamma levels, the laser colours could end up inverted.
Updated the TIE Bomber, TIE Advanced, TIE Defender and Platform 6 campaign briefing cutscenes so they use the correct, updated model.
Updated Pilot Room model miniatures for the TIE Fighter, TIE Interceptor, TIE Bomber, TIE Advanced and TIE Defender to use the current ingame models instead of the old Darksaber ones.
Replaced the spinning blue Imperial logo in the main briefing with a new, correctly angled logo that also adds the Briefing Officer and Secret Order character faces. The Secret Order face will only appear in missions where he has dialogue present, so it can help inform the Player if there is additional dialogue and objectives.
Reworked all briefing map icons. In most cases this may not be too noticeable but it has fixed issues with some others. We’ve also added a Planet icon which was missing in Classic briefings.
Updated end credits cutscenes with new entries.
Changed the inflight name of the TIE Avenger to TIE Advanced as this is how the original TIE Fighter named it.
Audio Updates
Added new iMUSE hook which alters the behaviour of the inflight music which hopefully makes it a bit more dynamic and reactive. These changes include:
Added code to check what version is running and change music behaviour to be either vanilla XWA or TFTC modified behaviour depending on said version. This can be changed by accessing the file hook_imuse.cfg in the root folder of your installation, where you can choose a specific behaviour or have it choose automatically based on version running.
Changed IFF arrival sequences so that IFF Red now plays Imperial cues instead of IFF Blue/Purple/Yellow cues in the Remastered soundtrack. This matches the original TIE Fighter behaviour.
Victory and Failure state tracks will now play continuously if Player has achieved mission victory or defeat instead of just 10 seconds. The tracks will still change if enemies are present but this will be the default music state instead of the ‘Wait’ state. NOTE: Failure state only plays if Prevent goal is triggered. Failing a primary goal does not trigger this state yet.
Changed the delay of inflight track state changes to 4 seconds instead of 10 as was previously done to stop music tracks shifting every fraction of a second.
Changed ship arrival/destruction cues for all Transport and Freighter sized craft to play the ‘small ship’ versions of those cues instead of ‘large’ which would normally denote a capital ship arriving. This matches original TIE Fighter behaviour.
Changed large ship arrival/destruction cue behaviour so it always plays these when a capital ship arrives or is destroyed. This should reliably give the Player an audio cue that something big happened.
Changed behaviour of Panic state so it no longer plays if the Players hull is below a certain point.
Fixed Hangar music state never playing. Now when you start a mission, this music track will play in its entirety in the hangar before switching to the normal Intro state if you haven’t launched by the end.
Fixed issue with the small Rebel craft arrival cues not playing in the Remastered soundtrack.
Fixed issues with music not looping on the Concourse screens in the Remastered soundtrack.
Added a new package of updated sound effects. Most notably, all flyable Imperial craft now have noticeable differences in high or low powered charge lasers. Interior engine noises have also been adjusted uniquely for each craft. Missile Boat has serious bass!
Added the original TIE Fighter tactical officer voiceovers (replacing some of the current Droid voiceover) for completing or failing primary and secondary mission objectives and separately when Secret Order objectives are completed. He has also been added when requesting reinforcements.
Replaced all Reimagined Thrawn voiceover dialogue with an entirely new set by Christian Fitzsimmons who also re-voiced Admiral Harkov for Reimagined in v1.2. This does not apply to the cutscenes (yet).
General Fixes
Fixed issue where the Friendly and Enemy craft lists in the HUD information display would not list any ships in missions when you jumped to a new region.
Fixed a rare crash involving hook_opt_limit.dll.
Fixed issue where the Tour of Duty button in the simulator was not grayed out when starting a clean pilot. This lead to minor issues on mission selection despite no missions being unlocked.
Fixed issue where the Pirate Shipyard (PSY) would not fire its weapons.
Fixed issue where the Modified Corvettes (M/CRV) and Corellian Transports (YT-1300) had no docking hardpoint which could cause issues for them when trying to dock with other craft.
Fixed issue where the SLAM system could be abused by spamming K to keep activating even if you had no energy. This allowed the Player to reach and maintain full SLAM speeds indefinitely. A message will now also trigger informing the Player that there is not enough energy to activate the SLAM.
Fixed issue in Classic where AI ships with turrets could still shoot down incoming warheads when they were performing evasive maneuvers.
Fixed hangar issues in Classic for the Bulk Freighter, Container Transport and Cargo Ferry.
Fixed issue with TFTC specific ships having missing or incorrectly displayed inflight map icons (e.g. V-Wing, Acclamator etc).
Fixed issue where you could not target utility craft (e.g. Tugs) by pressing R for nearest enemy.
Fixed issue where the flyby sounds of other fighters were not overlapping if you were close enough i.e. it would only play one at a time.
Fixed ship/object categories for the following crafts in Classic. This can affect behaviour and triggers of these ships if not corrected:
All container types.
Asteroid Laser Battery and Warhead Launchers.
Heavy Lifter.
YT-1300 Transport.
Muurian Transport.
Both CRV and M/CRV Corvettes.
Fixed minor graphical bug with the TIE Fighter dynamic cockpit which showed the current active laser shot being on the wrong side compared to the targeting reticule when in single fire mode.
Fixed cargo text error bug on the Acclamator cruiser.
Fixed issue with the player stats window in the pilots room where it shows you as ‘On Leave’. It will now say ‘Active Duty’ instead.
TFTC Classic Missions
More fixes across multiple missions where ship numbering was incorrect, repeated or just missing: Example ‘Alpha 1 1’ instead of just’ Alpha 1’.
Fixed issue common to Reload craft across all affected missions where they could ram into the Player and destroy them when they had finished their reload duties.
Fixed issue in several missions where your mothership hangar is not depicted correctly due to regions being in the wrong order (e.g. you were in a Star Destroyer hangar by default and not say a Modified Frigate).
All map briefings have had passes to fix errors like overlapping text and icons or other issues as well as some audio popping issues. All missions which also should’ve had a Planet icon displayed have now had this added since the icon previously didn’t exist.
Any missions which did not have the original warhead or beam weapon options as per the original TIE Fighter have been added. Likewise any missions that had warheads they shouldn’t (e.g. Mag Pulse) have been removed.
Changed Team IFF of many missions that have hyperbuoys for region jumping to avoid any further issues of enemies attacking the hyperbuoys.
Battle 0 - Pilot Training
B0M2 (Classic): Fixed issue with TRN Epsilon arrival conditions.
B0M2 (Classic): Fixed SHU Yagmar 1 orders and waypoints to match OG TIE Fighter
B0M3 (Classic): Changed displayed role of TRN Omicron to ‘Reload Craft’.
B0M3 (Classic): Fixed starfield skybox issue.
B0M3 (Classic: Removed text and audio in the commander briefing when talking about ‘automatically setting your throttle to zero’ when using a reload craft. This mechanic does not exist in XWA.
B0M3 (Updated): Changed C/CRS Target 6 waypoint path so it no longer goes near the Platform causing its eventual destruction.
B0M3 (Updated): Added an extra ship to T/B Gamma and Delta per wave (4 ships per wave).
B0M3 (Updated): Added T/B Eta, a 4 ship flight group with 10 waves to assist the Player in fighting C/CRS Target 6 along with T/B Delta.
B0M3 (Updated): Added extra inflight dialogue regarding different warhead types the Player can use and how to change loadout if available.
B0M4 (Classic): Fixed starfield skybox issue.
Battle 1 - Aftermath of Hoth
B1M1: Removed reference in text and audio to press ‘G’ for goals screen as this function is not present in XWA.
B1M1: Altered waypoints of T/F Beta and Gamma so they don’t risk colliding with PLT/1 D-34.
B1M1: Changed Team 5 (freighters) to show as hostile.
B1M2: Fixed spelling error in the [SO] goal with SHU Scutz.
B1M2: Increased AI skill of CRV Ubote 1 to Veteran.
B1M2: Added concussion missiles to GUN Mu.
B1M2: Changed arrival conditions of TRN Omega 1.
B1M2: Some minor inflight message trigger condition changes.
B1M4: Added escort order to T/I Alpha 2 so it will escort the Player in formation.
B1M4: Changed attack orders of A-W Red (Hard only).
B1M5: Changed position of D-34 so its hangar is facing the Player when they return to the station making it easier for Players to dock and find the right hangar.
B1M5: CRL Lulsla now has a special CMD order description that says ‘Propulsion systems under repair’.
B1M5: Increased AI skill of B-W Gold (Hard only) to Veteran.
B1M5: Lowered AI skill of A-W Red (Hard only) to Officer.
B1M6: Changed position of D-34 so its hangar is facing the Player when they return to the station making it easier for Players to dock and find the right hangar.
B1M6: Fixed issue where TRNs Sigmas 2 & 3 and Omegas 2 & 3 were just waiting around when they arrived.
B1M6: CRL Lulsla now has a special CMD order description that says ‘Propulsion systems under repair’.
B1M6: Added concussion missiles to CRL Lulsla.
B1M6: Removed 200% shield flag on GUN Mu.
Battle 2 - The Sepan Civil War
B2M1: Fixed issue with backdrop IFFs.
B2M1: Increased AI skill of CARG Delphine to Ace.
B2M1: Increased AI skill of M/CRV Falx to Officer.
B2M1: Changed departure conditions of TRNs Epsilon 1 & 2, T/F Eta and T/B Beta.
B2M2: Changed first orders of T/F Alpha, Delta 4 and T/I Zeta.
B2M2: Changed second orders of GUN Rho
B2M2: Changed arrival conditions of M/FRG Dromon to match OG TIE Fighter.
B2M2: Increased AI skill of ATRs Musket, Sword, Halberd, Pilum, M/CRVs Selander, Galliot and M/FRG Dromon to Officer.
B2M2: Increased AI skill of PLT/1 Youst and VSD Protector to Veteran.
B2M2: Changed wording of Secret Order goal so its clear to the Player they need to find and inspect a special lab module.
B2M3: Removed word ‘scramble’ from one of the audio lines as it doesn’t exist in the briefing texts.
B2M3: Removed no laser flag on SPC Glas.
B2M3: Reduced AI skill of SPC Glas to Rookie.
B2M3: Added wait order to SPC Glas so it starts at zero throttle like the original TIE Fighter.
B2M3: Changed speed of SPC Glas on its second order to 31.
B2M3: Removed escort order on T/F Alpha 1.
B2M3: Set default speed on SHUT Nazzar on its first order.
B2M3: Fixed waypoint issue on first order for Y-W Able 4
B2M3: Changed arrival conditions of TRN Epislon 1
B2M4: Added wait orders to all craft in Region 1 to allow for the Player to hyperspace to the region at mission start.
B2M4: Altered Player and wingmen exit positions when dropping out of hyperspace in Region 1.
B2M4: Changed some message trigger conditions to account for Player arriving in Region 1.
B2M4: Changed arrival conditions of Z-95 Adam 1.
B2M4: Changed hyperbuoy IFF to avoid enemy ships shooting at them.
B2M4: Changed attack orders of Z-95 Charglie 1 to attack the Player.
B2M4: Increased AI skill of CRL Falaricae, CARGs Glaive and Godendag, M/CRV Runka, FRG Shemsher and M/FRG Manus Ferre to Ace.
B2M5: Fixed issue with one inflight message not playing its assigned WAV file.
B2M5: Fixed fail conditions if 33% of all T/As are destroyed or if ESC Tropsobor is destroyed.
B2M5: Fixed goal conditions so that the goal ‘Destroy 100% of Y-Wings’ can now be achieved without destroying 100% of all Z-95’s.
B2M5: Changed departure conditions of M/CRV Long Tan and ESC Tropsobor.
B2M5: Increased AI skill of T/I Gamma 1 to Ace
B2M5: Increased AI skill of CARGs Suio Tre and Can Giouc, M/CRV Long Tan and M/FRG Shemsher to Veteran.
B2M5: Changed escort ormation positions of T/F Alphas 1 and 3
B2M5: Changed formation of M/FRG Shemsher and ESC Tropsobor to Vic.
Battle 3 - Battle on the Frontier
B3M1: Fixed issue where background IFF prevented an inflight message trigger due to IFF conditions.
B3M1: Fixed orders on T/F Gamma and T/I Beta to match the original TIE Fighter settings.
B3M1: Replaced primary objective of ’100% of all Heavy Lifters must complete mission' with a bonus objective that will trigger when said objective is complete.
B3M1: Changed arrival conditions of A-W Blue 1.
B3M1: Changed trigger conditions of one inflight message.
B3M1: Changed T/I Beta and T/B Delta to acknowledge Player radio commands as per the original TIE Fighter.
B3M2: Changed Secret Order (SO) goal descriptions.
B3M3: Removed escort order from T/F Alpha 2
B3M3: Fixed issue where background IFF prevented an inflight message trigger due to IFF conditions.
B3M3: Fixed issue where Player did not have all warhead choices available in the hangar.
B3M3: Reduced AI skill of SHU Escape to Veteran.
B3M3: Changed second attack orders of T/I Gamma and T/F Alpha.
B3M4: Fixed issue where background IFF prevented an inflight message trigger due to IFF conditions.
Changed Secret Order (SO) primary object 100% of SHU Shakker must be inspected to a BONUS objective instead.
B3M4: Increased AI skill of M/CRVs Moori and Runeer to Veteran.
B3M4: Increased AI skill of M/FRG Ludwick to Ace.
B3M5: Fixed issue where Player did not have all warhead choices available in the hangar.
B3M6: Changed primary objective '100% of SHU Electra must be inspected' to BONUS objective instead.
B3M6: Fixed issue where Player did not have all warhead choices available in the hangar.
B3M6: Changed weapons loadout of PLT/2 NL-1.
B3M6: Increased AI skill of M/FRG Ludwick and ATR Thunder (Medium/Hard) to Ace.
B3M6: Increased AI skill of ATRs Taxel and Thunder (Easy) to Veteran.
Battle 4 - Conflict at Mylok IV
B4M1: Reduced AI skill of Z-95 Gold to Rookie.
B4M1: Increased AI skill of M/FRG Shamus and M/CRV Nihema to Top Ace.
B4M1: Increased AI skill of CRVs Charger 1 and Charger 2 to Officer.
B4M1: Changed orders of CRVs Charger 1 and Charger 2 to match original TIE Fighter settings.
B4M1: Removed 200% shield flag on CARGs Verack and Stimner.
B4M1: Changed waypoints of T/F Alpha 3.
B4M1: Changed second and third orders of M/FRG Shamus.
B4M2: Increased AI skill of M/FRG Shamus and CRV Shotgun (Medium) to Top Ace.
B4M2: Increased AI skill of CRV Petor and CRV Shotgun (Easy/Hard) to Veteran.
B4M2: Changed order description of all Y-Wings that are ‘Awaiting Boarding’ to ‘No Pilot (Awaiting Boarding)’.
B4M3: Change formation of CN/A to Stacked High.
B4M3: Increased AI skill of M/CRVs Phalanx and Phoenix to Veteran.
B4M3: Increased AI skill of M/FRG Shamus to Top Ace.
B4M4: Increased AI skill of CRV Phazer 3 (Hard) to Ace.
B4M4: Increased AI skill of CRV Phazer 4 (Hard and M/FRG Shamus to Top Ace.
B4M4: Increased AI skill of ATR Trident and FRG Lendova to Veteran.
B4M4: Increased speed of CRV Phazer 4 on its first order to 90%.
B4M4: Removed 200% shield flag on FRG Lendova.
B4M5: Fixed issue where background IFF prevented an inflight message trigger due to IFF conditions.
B4M5: Changed some inflight message trigger conditions.
B4M5: Added new order for GUN Tau 2 to escort the Player.
B4M5: Removed 200% shield flag from M/FRG Shamus
B4M5: Increased AI skill of FRG Xerxes to Officer.
B4M5: Increased AI skill of CRVs Glazer and Janson and M/FRG Shamus to Ace.
B4M5: Increased AI skill of CRV Coffey to Top Ace.
Battle 5 - Battle for Honor
B5M1: Changed VSD Protector to IFF Imperial instead of IFF Red so it doesn’t immediately appear as an enemy ship.
B5M1: Changed T/A H-Delta 1 and H-Beta 1 to Easy/Medium difficulty only but also added the same ships for Hard on different AI skill to help with mission balance on Hard.
B5M1: Increased AI skill of M/FRG Osprey to Ace.
B5M2: Added BONUS objective that “All Freighters must be inspected” for 250 points.
B5M2: Removed BONUS objective that “YT-1300 Cimgo must be inspected”.
B5M2: Increased AI skill of PLT/1 DS 5 to Veteran.
B5M3: Fixed speed and wait order time of HLF AAA so it doesn’t dock too quickly.
B5M3: Fixed issue where A-W Blue 1 would fly into FRT Karflo 1.
B5M3: Reduced AI skill of PLT/1 DS 5 to Officer.
B5M3: Fixed issue with the second wave of T/A’s H-Alpha and H-Gamma as they would simply wait after arriving.
B5M3: Added original warhead selection options.
B5M3: Changed arrival conditions of HLFs A1 and A2 Tow.
B5M4: Streamlined attack orders for multiple flight groups by making sure Player and Wingmen are in one global group.
B5M4: Updated cargo description of PLT/1 DS 5 to match the original Tie Fighter.
B5M4: Added 8 second wait order to all flight groups in Region 2 to account for Players arrival from hyperspace.
B5M4: Changed arrival conditions of M/CRV Wurger 1
B5M4: Changed Primary goal to match original TIE Fighter description of “50% of T/A’s must be destroyed”.
B5M4: Increased AI skill of M/CRV Wurger 1 to Ace.
B5M5: Added wait order for TUG CUV8f1 to account for Players arrival from hyperspace.
B5M5: Added new hyperbuoy in Region 2 to return to M/FRG Osprey when ISD Garrett leaves the area.
B5M5: Changed arrival conditions of T/A Alpha 1 to match original TIE Fighter settings.
B5M5: Changed ATR Omega 1 warhead loadout to proton torpedoes.
B5M5: Increased AI skill of ATR Omega 1 to Veteran.
B5M5: Increased AI skill of ATRs Omega 5 and 6 and M/CRV Wurger 1 to Ace.
Battle 6 - Arms Race
B6M1: Fixed orientation of CN/B Xi 1, 2 and 3.
B6M1: Fixed issue where mission could not be completed if certain ships left the area.
B6M2: Added planet icon added to the map briefing to match original TIE Fighter briefing.
B6M2: Fixed timing issues with the containers hypering in with the Cargo Ferries.
B6M2: Fixed issue where mission could not be completed if ESC Hininbirg aborts its mission.
B6M2: Fixed issue with the BONUS objective ‘destroy 100% of mines’ which previously required you to have completed all other bonus objectives to be awarded it.
B6M2: Increased AI Skill of CRVs Mar Dunn and Vop Hui to Ace.
B6M3: Fixed issue with HLF U-3f14 where completing its mission (being a primary objective) would not always work. Associated inflight messages adjusted accordingly.
B6M3: Added wait order for HLF U-3f14.
B6M3: Changed order jump to conditions of HLF-U-3f14.
B6M3: Changed arrival conditions of HLF U-3f14 to match original TIE Fighter.
B6M3: Changed escort formation positions of GUNs Tau 1, 3, 4 and Rho 1.
B6M3: Changed orders of GUNs Tau 1, 3, 4 and Rho 1 to target only non-disabled B-Wings.
B6M4: Added wait order for TUG CUV U-14f1 to account for Players arrival from hyperspace.
B6M4: Changed trigger conditions for some inflight messages.
B6M4: Fixed issues for completing mission objectives for TUGs U-4f91, U-4f92, U-4f93 and U-4f94.
B6M4: Fixed issue with backdrop IFFs.
B6M4: Increased AI skill of PLT/2 Pondut and ATs Omega 1 to 6 to Ace.
B6M4: Increased speed of all TUGs to compensate for the fact the 4x speed mechanic doesn’t exist in XWA otherwise the mission drags on for ages.
Battle 7 - Treachery at Ottega
B7M1: Changed orders of T/B H-Beta, HLF Waq and CARG Whell to match the original TIE Fighter.
B7M1: Fixed second wait orders on VSD Protector, FRG Akaga and CRL Warhawk.
B7M3: Increased AI skill of ATR Upsilon to Officer.
B7M3: Increased AI skill of CRV Triumph, M/CRVs Arditi, Falcon and Bakaar to Ace.
B7M3: Fixed issue for completing mission objectives for INT Harpax.
B7M3: Fixed issue where INT Harpax could end up clipping through or colliding with ISD Garrett.
B7M4: New hyperspace interdiction effect added.
B7M4: Added new inflight messages to play when the Player destroys INT Harpago.
B7M4: Increased AI skill of M/FRG Osprey to Ace.
B7M4: Removed secondary mission success message as its part of the primary mission success.
B7M4: Removed BONUS goal of INT Harpago must be inspected (-250 points).
B7M5: Removed Primary goal of M/CRV Mescue to complete mission (-3000 points).
B7M5: Added new Primary goal of Player must arrive in Region 2 (+3000 points).
Battle 8 - Strategic Warfare
B8M1: Fixed issues for completing mission objectives for YT-1300 Hut and FRT Subcom.
B8M1: Reduced AI skill of GUNs Z-Tau, Z-Nu and Z-Mu to Veteran.
B8M1: Changed arrival conditions of T/Bs Z-Beta 5, Z-Theta 1, Z-Gamma 1, Z-Delta 1, Z-Alpha 1 and Z-Zeta 1.
B8M1: Added wait orders to several ships to account for Players arrival from hyperspace.
B8M1: Added escort order to Player wingmen to escort the Player if no enemies are present in Region 2.
B8M2: Added wait order to TRN Renegade.
B8M2: Changed orders on M/CRV Z-Oz to match the original TIE Fighter.
B8M2: Increased AI skill of CNVYR Z-Cod 1 and 2 and M/CRV Z-Oz 1 to Veteran.
B8M3: Fixed issue with ATR Themor 1 by splitting its flight group to prevent issues with ATR Themor 2 entering hyperspace.
B8M3: Changed GUN Z-Tau first order to Escort CRV Z-Capture 1.
B8M4: Increased AI skill of CRV Cobra to Top Ace.
B8M5: Added wait order to TRN Resupply.
B8M5: Increased AI skill of M/CRV Rampart to Officer.
B8M5: Increased AI skill of M/CRV Muraat to Top Ace.
B8M5: Increased AI skill of PLT/2 RS-32 to Ace.
B8M5: Fixed issue with E/S TT-109 so it doesn’t ram into PLT/2 RS-32.
B8M5: Added wait orders to several ships to account for Players arrival from hyperspace.
B8M6: Increased AI skill of M/FRG Shadow, STRKC Serpent and INT Grappler to Ace.
B8M6: Increased AI skill of VSD Sceltor to Top Ace.
Battle 9 - TIE Defender Technology
B9M1: Fixed incorrect starfield skybox.
B9M1: Fixed issue for completing BONUS objective ‘100% of T/Bs must be destroyed’.
B9M1: Fixed issue with SHU Upsilon 2 and Lambda 2 where they could ram into PLT/3 R+D when launching.
B9M1: Changed PLT/3 R+D missiles to advanced missiles.
B9M1: Increased AI skill of PLT/3 R+D and ATR Omega 1, 2, 3 and 4 to Veteran.
B9M1: Increased AI skill of ESC Jitte and ATR Omega 5 and 6 to Ace.
B9M1: Added new Prevent goal condition for ‘50% of Cargo Ferries must NOT escape’. This should fix an issue where the mission can remain unresolved if too many did escape.
B9M2: Tug speed increased to prevent mission from dragging on for too long as there is no 4x time speed mechanic in XWA.
B9M2: Fixed incorrect starfield skybox.
B9M2: Fixed issues for completing mission objectives for ISD Adarga and Tugs 5f9, 6f9, 7f9 and 8f9.
B9M2: Fixed issue for completing BONUS objectives ‘100% of PROBE/1 Keyhole 1 and 2 be destroyed’.
B9M2: Fixed issue with spawning of PROBE/1 Keyhole 1 and 2.
B9M2: Increased AI skill of PLT/3 R+D to Veteran.
B9M2: Increased AI skill of CRV Uhu 1 and 2 to Ace.
B9M2: Changed arrival conditions of T/B Beta 1 so it spawns immediately upon display of first inflight message.
B9M2: Added 200% shields to ISD Adarga to increase its survivability and allow for completion of BONUS objective tied to it.
B9M3: Fixed incorrect starfield skybox.
B9M3: Increased AI skill of PLT/3 R+D to Veteran.
B9M3: Fixed issues for completing mission objectives for T/Ds Proto 11 and 12 and SHU G’nabgib.
B9M3: Fixed issue with arrival conditions of T/D Z-Iota so its faithful to the original TIE Fighter.
B9M3: Removed SHU G’nabgib from Region 2 as it arrives in B9M4. Also removed corresponding inflight voice message.
B9M4: Fixed issue where SHU G’nabgib complete mission goal was not triggering causing the mission to remain unresolved.
B9M4: Added Prevent condition ‘100% of SHU G’nabgib must not be destroyed’.
B9M4: Increased AI skill of FRG Hunu to Ace.
B9M5: Fixed issue where mine placement was incorrect.
B9M5: Increased AI skill of STRKC Intombe to Top Ace.
B9M5: Changed trigger conditions for Primary Goal destroy all Transports to bring it closer to original TIE Fighter.
B9M5: Added new trigger conditions to several inflight message.
B9M6: Removed departure and abort mission triggers for TUG 9f5 so it doesn’t affect its speed.
B9M6: Changed speed of YT-1300 Dhoora and reduced its docking time to match original TIE Fighter.
B9M6: Added wait order for CUV CL-0u812.
B9M6: Added new Prevent goal ‘100% of CARG Mssan 2 must not be destroyed’.
B9M6: Fixed issues for completing mission objectives for CARGs Mssn 1 and 2.
B9M6: Fixed issue for completing BONUS objective of destroying at least one Nami ship.
B9M6: Added new arrival conditions for T/D Z-Alpha 1.
Battle 10 - New Threats
B10M1: Fixed issues for completing mission objectives for SHU Lambda 1.
B10M1: Added new Prevent goal that ‘SHU Lambda 1 must not be destroyed’.
B10M1: Added wait order to SHU Lambda 1.
B10M1: Increased AI skill of ATR Omega 1 and 2 to Ace.
B10M1: Increased AI skill of STRKC Ayenzii to Top Ace.
B10M1: Added Region names.
B10M2: Fixed issues for completing mission objectives for M/CRV Chemet 1(1) and 2.
B10M2: Added new Prevent goal that ‘M/CRV Chemet 1(1) and 2 must not be destroyed’.
B10M2: Increased AI skill of M/CRVs Chemet 1, 1(1) and 2 and STRKCs Nagan and Shotel to Top Ace.
B10M2: Increased AI skill of STRKC Z-Kopsh to Ace.
B10M4: Increased AI skill of CRKC Prism, STRKC Nuance and GUN Mu 1 to Top Ace.
B10M4: Added original missile loadout for STRKC Nuance.
B10M5: Added wait order for TRN Omega.
B10M5: Increased AI skill of CRKC Kingdom 1, 2 and 3 to Veteran.
B10M5: Restored original loadouts of space bombs to Y-W Blue and Y-W Red.
B10M6: Increased AI skill of C/CRS Independence, STRKC Lonsigar 1 and 2 to Top Ace.
B10M6: Restored original loadouts of advanced missiles to MN/T3 PAN 1 and PAS 1.
B10M6: Changed BONUS goal ‘100% of A-Wings must be destroyed’ so it can be earned without having to destroy 100% of X-Wings.
Battle 11 - Hunt for Zaarin
B11M1: Added wait order to CUV 4U.
B11M1: Increased AI skill of M/FRG Strident and DREAD Rahmat to Veteran.
B11M1: Changed BONUS goal of ‘100% of Bulk Freighters must be captured’ so that it can now be earnt without having to complete the other BONUS goal ‘100% of T-Wings must be destroyed’.
B11M2: Changed Primary objectives to match original TIE Fighter.
B11M2: Fixed issue with T/D Theta’s arrival conditions.
B11M2: Added destructible warhead launcher mesh to the Interdictor cruiser.
B11M2: Fixed audio issue in the main briefing where a lot of background static was present.
B11M2: Added wait order to CUVs 4U and 4U2.
B11M2 :Fixed issues for completing primary goal ‘100% of starships inspected’.
B11M2: Changed Player starting speed to match original TIE Fighter.
B11M2: Changed arrival conditions of T/F Alpha to match original TIE Fighter.
B11M2: Increased AI skill of M/FRGs Kuma 1, 2 and 3 and PLT/6 Supply Base to Veteran.
B11M2: Increased AI skill of ATRs Rover 1, 2 and 3 to Ace.
B11M2: Added advanced missiles to PLT/6 Supply Base.
B11M2: Change trigger conditions of some inflight messages.
B11M3: Added planet backdrop to the mission.
B11M3: Added wait order to CUV Reload.
B11M3: Increased AI skill of M/CRVs Kormoran 1, 2, 3, 4 and 5 to Ace.
B11M3: Changed arrival conditions of T/Bs Z-Delta, Z-Eta and Z-Theta.
B11M3: Changed arrival conditions of SHU Upsilson 4.
B11M4: Fixed issue with one inflight message not playing as it should
B11M4: Added wait order to CUV Tonto.
B11M4: Changed arrival conditions of T/I Gamma.
B11M4: Changed BONUS goal ‘100% of T/A must be destroyed’ so it can be earned without having to destroy 100% of T/Ds.
B11M4: Increased AI skill of INT Whirlwind, STRKCs Triumph, Indomitable, G’neeznow and Iron Duke to Ace.
B11M5: Fixed issue with one inflight message not playing as it should.
B11M5: Fixed issue with primary objective ‘100% of CTRNS Nichevo 1,2 & 3 must complete mission’ as it was not working properly.
B11M5: Added three new Prevent conditions regarding CTRNS Nichevo 1, 2 & 3 being destroyed.
B11M5: Changed BONUS goal ‘100% of T/A must be destroyed’ so it can be earned without having to destroy 100% of T/Ds.
B11M5: Increased AI skill of E/S Omicron 1-4, ATRs Omega 1-3, T/Ds Z-Eta 1, 4, 5 and 6, T/As Z-Iota 1, 5 and 6 and CRKC Yaai to Ace.
B11M5: Increased AI skill of CTRNS Nichevo 1, 2 and 3 to Officer.
B11M5: Changed arrival conditions of SHU Lambda 4.
B11M6: Fixed issue with one inflight message not playing as it should.
B11M6: Fixed issues for completing primary mission objectives for SCTs Sentry 1 and 2.
B11M6: Fixed T/F Z-Alpha 1 starting position.
B11M6: Increased AI skill of PLT/5s V 1 and V 2 and M/FRG Z-Borus to Ace.
B11M6: Increased AI skill of SCTs Sentry 1 and 2 to Veteran.
B11M7: Added wait order to CUV Reload.
B11M7: Added new Prevent condition that ‘100% of MUTR Shadow must NOT be destroyed’.
B11M7: Fixed issues for completing mission objectives for MUTR Shadow.
B11M7: Increased AI skill of CRCKs Z-Pata 1-3, ATRs Z-Sigma 1-4, ETR Upsilon 4 and 5 to Ace.
B11M7: Increased AI skill of PLT/5s V 1 and V2 and ETR Upsilon 1 to Veteran.
Battle 12 - Prelude to Endor
B12M1: Changed formation of CRV Keeper.
B12M1: Increased AI skill of CRV Keeper and DREAD Dargon to Ace.
B12M1: Increased AI skill of M/CRV Hut’to and C/CRS Columbia to Top Ace.
B12M1: Added departure condition for T/A Alpha 2 so it follows the player when they leave Region 2.
B12M1: Changed NAV/B2 Darg 3 status to ‘already identified’.
B12M1: Fixed issue with NAV/B2 Darg 3 to prevent it from being attacked by both friendly and enemy forces.
B12M2: Increased AI skill of ATR Sigma 2 to Veteran.
B12M2: Increased AI skill of M/FRG Bay Point to Top Ace.
B12M3: Notes pending.
B12M4: Notes pending.
B12M5: Notes pending.
B12M6: Notes pending.
B12M7: Added escort Player order to MIS Tau 2 and fixed its formation.
B12M7: Updated Prevent goal text regarding Rebel starships escaping.
B12M7: Changed Prevent goal condition to fix issues with its trigger.
B12M7: Fixed several inflight message triggers so they now match the original TIE Fighter.
B12M7: Changed second orders on CRL War Hog, M/FRGs Barker and Shmus, STRKC Red Dog and CRKC Lsumu.
B12M7: Added wait order on GUN Nu 1 to account for Players arrival from hyperspace.
B12M7: Changed formation of M/CRV Floran 1.
B12M7: Increased AI skill of M/FRGs Barker and Shmus, M/CRV Floran 1 and CRKC Lsumu to Ace.
Battle 13 - The Emperor’s Will
B13M1: Updated backdrop with Coruscant in the distance.
B13M2: Fixed issue where friendly Gunboats could crash into VSD Zeplin.
B13M3: Notes pending.
B13M4: Notes pending.
B13M5: Fixed issue where Muurian Transports were launching missiles when they shouldn’t be armed with them.
B13M6: Fixed issue where background IFF prevented an inflight message trigger due to IFF conditions.
B13M7: Notes pending.
B13M8: Fixed issue where one inflight message was not triggering its assigned WAV file
B13M8: When all Primary Goals are complete, the mission will automatically end and play the last cutscene.
TFTC Reimagined Missions
Most of Battle 1 has had significant alterations made to all difficulty levels. It was noticeable that on easier difficulties, most missions could simply play themselves with no player action required to complete it. This should now be rectified that the Players actions have to help complete the mission or it ends in failure and also make the missions feel more fun and make the Player feel like their actions matter. Details of each change are found below.
B3M1: Load Base Equipment has received a significant overhaul due to it being a rather unfun, difficult and frustrating mission. You will now be in a TIE Interceptor instead of a Bomber and the mission flow has been smoothed out considerably, so there’s far less waiting around for the Heavy Lifters to complete their job whilst making the combat more interesting and fun. Details of each change are found below.
B3M2: Destroy Pirate Outpost has received a significant set of changes. All ships will start much closer to the platform and there are stronger defenses in the area leading to a short but heavy engagement. Mission flow surrounding the inspection and capture of the container with the Rebels should also be much smoother. Details of each change are found below.
B4M2: Attack The Nharwaak has been completely rebuilt and redesigned from scratch and is now quite different. Although the concept is the same (destroy the Nharwaak base and ships), it's been set up in a completely different, more intense and hopefully more fun way. As this is essentially a brand new mission, no specific details are given in the patch notes for all changes that have been made.
B8M1: Evacuate TIE Advanced Plants has received a significant overhaul. It's now a far more intense mission and the main point of failure is the destruction of IRC Omar Prime before its transports can escape. Previously this mission was far too easy. Details of each change are found below. Details of each change are found below.
Battle 5 cutscene of Vader informing the Emperor about finding Harkov will now play after B5M2 instead of B5M3.
B1M3 to B1M6 have had their briefings re-recorded due to the significant differences in the voice acting style in these missions compared to much of the rest of the campaign.
Several missions have had their hints debriefing texts updated with new audio to help Players better understand what needs to be done to succeed in a mission.
More fixes across multiple missions where ship numbering was incorrect, repeated or just missing: Example ‘Alpha 1 1’ instead of just’ Alpha 1’.
Numerous text and grammar errors fixed across all missions.
Removed the options for heavy rockets, bombs or torpedoes in many missions to prevent cheesing due to being able to reload infinitely in the hangar.
Battle 0 - Pilot Training
B0M3: Changed C/CRS Target 6 waypoint path so it no longer goes near the Platform causing its eventual destruction.
B0M3: Added an extra ship to T/B Gamma and Delta per wave (4 ships per wave).
B0M3: Added T/B Eta, a 4 ship flight group with 10 waves to assist the Player in fighting C/CRS Target 6 along with T/B Delta.
B0M3: Added extra inflight dialogue regarding different warhead types the Player can use and how to change loadout if available.
B0M5: New mission added: “Prologue”.
Battle 1 - Aftermath of Hoth
B1M1: Fixed goal completion/failure descriptions on XIY/T Rymel, CARG Ulmat and Container GR72-A.
B1M1: Changed T/F Beta’s waypoints so they don’t accidentally ram into FRT Onece.
B1M1: Fixed NDB Cinders orders so it eventually jumps to hyperspace after being captured.
B1M1: Fixed issue where T/F Alpha would not attack E/S Tough.
B1M2: Restored shields on D-34 from 200% to 100%. It was possible to complete the mission on Easy/Medium without the Player doing anything otherwise.
B1M2: Added 12 Y-Wings (Y-W Blue) and 12 Z-95s (Z-95 Candor) on Easy difficulty that will come in halfway during the battle in two waves of 6 for both groups. These groups will not appear on Medium or Hard difficulties.
B1M2: Adjustments made to Hard difficulty with changes to AI skill in the later waves of Muugari Z-95s and X-Wings.
B1M2: Added the Red Alert effect to the Platform hangar to add to the atmosphere that the attack is imminent.
B1M3: Reduced tactical officer audio spam.
B1M3: Changed arrival conditions of X-W Red and Y-W Gold so they appear earlier in the fight.
B1M3: Reduced AI skill of CARGs Kann and Wess and XIY/T to Rookie to make them less lethal to the Player when returning fire. This matters most on Hard difficulty.
B1M3: Altered hyperspace exit points of all cargo ships so they enter hyperspace sooner, this puts pressure on the Player to kill them quicker and it also previously made it possible to complete the mission without Player interaction because of the long jump time.
B1M4: Fixed waypoints and orders for all Imperial fighters so after the battle is over, they remain on patrol instead of returning home. This eliminates issues where they were sometimes colliding with M/FRG Fogger.
B1M4: Added 9 T/Is to Hard difficulty (T/I Delta) to stop Player being overwhelmed by impossible odds.
B1M4: Added 2 more ships to GUN Mu (6 total) on Hard difficulty if you call them in to reinforce.
B1M4: Changed A-W Red 5-6, X-W Blue 9-12 and Z-95 Redger 7-9 to appear on all difficulty levels instead of just Hard.
B1M4: Added 6 more Escort Shuttles to mission opening that will engage the M/FRG Fogger, though they pose no serious danger, they can impact its shields enough to make a difference in how hard you have to fight to stop the later torpedo attacks.
B1M4: Changed GUN Mu attack orders so they will now ignore the fleeing transports.
B1M5: Fixed waypoints of TRNs Modd and Leven so they are less likely to ram into R/CRS Lulsla
B1M5: Fixed issue where Rebel fighters were attacking the Hyperbuoy.
B1M5: Increased X-W Red by 5 ships.
B1M5: Increased X-W Green by 1 ship.
B1M5: Increased X-W Blue by 1 ship.
B1M5: Increased A-W Green by 3 ships.
B1M5: Increased AI of A-W Red and X-W Gold to Top Ace.
B1M5: Reduced GUN Mu by 4 ships and Mu 5-8 will only appear on Hard difficulty.
B1M5: GUNs Nu 9-12 will only appear on Medium/Hard difficulties.
B1M5: L/FRG Slicer will appear much sooner into the mission (within the first 2 minutes) and remain present for the rest of the mission.
B1M5: Changed position of D-34 so its hangar is facing the Player when they return to the station making it easier for Players to dock and find the right hangar.
B1M5: Inspecting MTRNS Dutyfree is now a primary [SO] goal.
B1M5: MTRNS Dutyfree will now attempt to hyperspace away once you hit 75% of enemy fighters destroyed making it a possible failure point of the mission if not inspected in time.
B1M6: MTRNS Dutyfree removed from the map briefing.
B1M6: Fixed incorrect mission title in the campaign briefing cutscene.
B1M6: Fixed issue where some of GUN Nu would not hyperspace home after mission completion.
B1M6: R/CRS Lulsla will now attempt to hyperspace out after 4 minutes of waiting. This gives the Player a time element to kill the Lulsla before it escapes.
B1M6: Moved the B/C Gorash’s position to be in front of the Lulsla, as if guarding it, to be a bigger threat to all friendly craft.
B1M6: New inflight audio messages added to account for gameplay changes to Lulsla and Gorash so Player is aware of the time pressure.
B1M6: Hints/mission failure debriefing and audio updated to account for gameplay changes to Lulsla and Gorash.
B1M6: The following craft have had their Shield/Hull hitpoints changed for this mission:
R/CRS Lulsla: 5000/3750 (+1016/+1734)
B/C Gorash: 2750/1900 (+990/+988)
L/FRG Slicer: 1180/504 (+300/+200)
B1M6: Increased AI of L/FRG Slicer to Jedi.
B1M6: Increased X-W Red to 9 ships total (previously 4).
B1M6: Increased X-W Blue to 6 ships total (previously 4).
B1M6: Increased Y-W Gold to 8 ships total (previously 4).
B1M6: Increased A-W Green to 6 ships total (previously 4).
B1M6: Changed GUN Nu to have concussion missiles instead of proton torpedoes, they will also now prioritise enemy fighters instead of capital ships.
B1M6: Fixed buoy target order so pressing N brings up the hyperbuoy first instead of cycling through the other nav buoys.
B1M6: Changed position of D-34 so its hangar is facing the Player when they return to the station making it easier for Players to dock and find the right hangar.
B1M6: Fixed issue where M/FRG Fogger was jumping out of Region 1 after a time. Also raised its patrol waypoints so other ships don’t crash into it.
Battle 2 - The Sepan Civil War
B2M1: Updated FRT Asbo capture goal so it's more descriptive for what the Player should do (assist TRN Epsilon).
B2M1: Added hidden Prevent condition if TRN Epsilon is lost that will automatically fail the mission instead of leaving the mission unresolved and Players confused what to do.
B2M2: Created Hard difficulty only versions of all ATRs and reduced their AI to Rookie to compensate for the increased AI skill on Hard making them extremely lethal to both the Player and PLT/1 Youst.
B2M2: Fixed issue where M/FRG Akaga was hyperspacing out at the end of the mission.
B2M2: Fixed issue where BONUS goal of TRN Epsilon completing their mission was not working.
B2M3: Fixed issue where friendly TIEs could collide with VSD Protector. Waypoints adjusted for all Imperial ships as a result.
B2M4: Created Hard difficulty versions of V-Ws Baker and Charlie and reduced their AI to Officer to compensate for the increased AI skill on Hard.
B2M4: Added two groups of V-Wings on Top Ace AI skill that will spawn from ACC Falaricae if its shields go below 50%. They will exclusively attack the Player. This is meant to discourage the Player from attacking the ship.
B2M4: Added two groups of Z-95s on Top Ace AI skill that will spawn from FRG Shemsher if its shields go below 50%. They will exclusively attack the Player. This is meant to discourage the Player from attacking the ship.
B2M4: ACC Falaricae, FRG Shemsher and CRKC Manus Ferre are now invincible as the ships must show up in B2M5.
B2M4: Fixed issue where the goal to inspect M/CRV Runka was missing its name.
B2M4: Changed V-W Baker (Hard) to arrive 30 seconds later than its Easy/Medium counterpart.
B2M4: Reduced AI skill of CLK/F Able to Veteran.
B2M5: Altered Dimok and Ripoblus fighter fleets for Easy difficulty only, added more waves and made AI skill adjustments so that the enemy fighter fleets aren’t wiped out so quickly.
B2M5: Reduced Y-W Chubb (Medium/Hard) by one wave (3 less Y-Wings total).
B2M5: Added two more waves on Hard difficulty of three T/F Alpha (player squadron) for 6 more ships total. They will arrive if the other wingmen are lost.
B2M5: Added two extra waves of T/A Experimental on Hard difficulty only (6 ships total).
B2M5: Added two extra waves for both E/S Seakyte and Raven (9 total for each group).
B2M5: Added concussion missiles to E/S Raven.
B2M5: Added proton torpedoes to E/S Seakyte which will engage the M/FRG Akaga.
B2M5: Fixed map briefing name for M/FRG Akaga (instead of M/FRG Algos).
B2M5: Changed Y-W/B icon and description to a regular Y-W in map briefing since these craft were removed from the mission in an earlier version.
B2M5: Changed arrival conditions of T/A Experimental to arrive earlier in the fight.
B2M5: When SHU Omlaut arrives, T/A Experimental will move to escort it in. This will allow the Player to get a good look at the T/A’s first appearance in the game.
B2M5: Added extra inflight messages and audio to bring attention to when T/A Experimental arrives on the field.
B2M5: Added extra inflight messages and audio to bring attention to E/S Seakyte attacking M/FRG Akaga.
Battle 3 - Battle on the Frontier
B3M1: Changed Player craft and wingmen from TIE Bombers to TIE Interceptors and added two extra wingmen (Alpha 4 and 5).
B3M1: Briefings updated with the craft change including audio.
B3M1: Changed HLFs Mule 1-5 arrival conditions so that they will only arrive after ALL containers with station parts are inspected instead of one at a time.
B3M1: Changed arrival conditions of the 2nd wave of Rebels so that they will only arrive after ALL containers with station parts are inspected instead of a certain percentage.
B3M1: Reduced AI skill of T/B Theta and T/F Gamma Veteran AI.
B3M1: MTRNS Splinters 1-3 have had their lasers removed.
B3M1: CRV Viper increased to Ace AI.
B3M1: Y-W Red increased to 4 ship flight group (previously 2) and will destroy INC Brimar on mission start instead of MTRNS Splinters 1-3.
B3M1: Added Z-95 Yellow, a single wave 4 ship flight group on mission start.
B3M1: Starting group X-W Red increased to a 4 ship flight group (previously 3).
B3M1: Y-W Gold changed to Z-95s to make it easier for the Player to distinguish the specific threat to HLFs Mule 1-5. This group now has 3 waves instead of 2 (6 ships total).
B3M1: Added Inflight message to alert the Player to the threat of Z-95 Gold.
B3M1: Another group called Y-W Gold renamed to Y-W Cyan to prevent confusion with Z-95 Gold.
B3M1: Y-W Blue increased to a 6 ship flight group (previously 2) and will now arrive when 75% of Y-W Cyan is destroyed.
B3M1: A-W Blue now has two waves instead of a single wave (4 ships total).
B3M1: B-W Blue (Hard) increased to a 3 ship flight group (previously 2).
B3M2: All starting Imperial ships have been moved several km closer to the pirate base so they are now within torpedo range immediately. The VSD Stalwart and M/FRG Ludwick will now advance upon the station as well and engage in close quarters.
B3M2: All mission goal texts have been streamlined.
B3M2: Added Prevent goal for VSD Stalwart being destroyed.
B3M2: Changed CN/A CRM908A into a Container Hangar and renamed to Hangar.
B3M2: CN/A DLC11A and C/N/B CG-78 have had an extra container added to their FGs and changed formation to stack high.
B3M2: Added 4 light gun platforms around PSY Farpoint to help defend it.
B3M2: Added 4 X-Wings (two flight groups of two) that will launch from CN/HRG Hangar once inspected OR once the other Rebel reinforcements arrive.
B3M2: Changed CRV Grapler to be a two ship flight group (+1 CRV).
B3M2: Various attack order changes for all Imperial fighters to account for new flight groups.
B3M2: X-W Gold 5-12 and Z-95 Gold 4-9 will now arrive on all difficulties.
B3M2: Increased AI skill of GSP Leach, M-CRV Clavier and CRV Grapler to Ace.
B3M2: Briefing audio has been re-recorded to account for changes in B3M1 and also to remove reference to TRN Sonia which doesn’t exist in this mission.
B3M3: Changed SHU Escape’s attack orders so it attacks all Imperial fighters instead of just the Player.
B3M3: Removed 200% shield flag on M/FRG Ludwick and FRG Huntress.
B3M3: Increased the shield/hull hp of FRG Huntress to 2300/550 (+1036/+86).
Battle 4 - Conflict at Mylok IV
B4M1: Added Prevent goal for all Gozanti Cruisers being destroyed as they will be needed in the new version of B4M2.
B4M1: Reduced AI skill of CARGs Stimner and Verack to Rookie. They will now be a lot more vulnerable to attack.
B4M1: Increased CARGs Stimner and Verack shields to 200%.
B4M1: Numerous difficulty changes for most Nharwaak flight groups either being duplicated for specific difficulties or only appearing on certain difficulties.
B4M1: Removed option to dock with M/FRG Shamus, this is to prevent a hangar issue which shows misaligned ships. Inflight audio message added to direct the Player back to GOZ Astari after mission completion.
B4M2: This mission has been completely rebuilt and redesigned from scratch. As it's now so different from the original v1.0-1.2 version, treat this as a new mission. This includes new briefing audio and map briefing.
B4M3: Removed double missile flag on Player. Should only have 6 missiles now instead of 12.
B4M4: Removed double missile flag on Player. Should only have 6 missiles now instead of 12.
B4M5: Fixed name of Region 2 to Rebel Transfer.
Battle 5 - Battle for Honor
B5M2: M/CRVs Ulysses 1 and 2 have been changed to Lancer Frigates.
B5M3: M/CRVs Ulysses 1 and 2 have been changed to Lancer Frigates.
B5M3: Minor skybox adjustment in starting region.
B5M4: M/CRVs Ulysses 1 and 2 have been changed to Lancer Frigates. This should have a knock on effect of being much better at screening the Player from any fighters if they want to retreat for cover.
B5M4: Fixed issue where T/F Kappa was trying to dock with the Player when returning to the hangar.
B5M4: Changed inspection goal so you only need to locate the craft Harkov is escaping on instead of inspecting all escaping craft.
B5M4: Added some waypoints to SHU Toten and TRN Kolermigon so they give the Player a much better chance of inspecting them before they jump to hyperspace.
B5M4: Added BONUS goal for inspecting TRN Kolermigon for 250 points.
B5M4: YT-1300 Geddawai will take an extra 30s before entering hyperspace after launch, you have almost 2 minutes to stop it now.
B5M4: Added inflight message to alert the Player to the launch of YT-1300 Geddawai.
B5M4: Increased the Shield/Hull hitpoints of S/CRV Hope to 1300/600 (+852/+344).
Battle 6 - Arms Race
B6M1: Changed Easy difficulty so the Rebel attack is not wiped out so quickly.
B6M2: Several new structures added over the starting region of Sluis Van to make it seem like a more major shipyard. The Tycon-class Battlestation will also be introduced here that will feature in future Reimagined campaigns.
B6M2: Adjustments to the convoy fleet hyperspace jumps at mission start so they all jump together.
B6M3: Fixed issue where TRN GEC U47 had 0% throttle when exiting the hangar causing it to be stuck and possibly causing damage to the Platform when friendly ships try to disable it.
B6M3: Fixed issue with Z-95 Adam trying to fly back to the hangar without engaging, possibly causing the mission to be indefinitely unresolved because you cannot destroy all Z-95s.
B6M3: Added mission failure state if all assault and backup transports are lost.
B6M4: Fixed missing inflight message that should play at the start.
Battle 7 - Treachery at Ottega
B7M1: Streamlined primary goal progression as you play through the mission.
B7M1: Altered Rebel fighter fleets for Easy difficulty only, added more waves and made AI skill adjustments so that the Rebel fighter fleets aren’t wiped out so quickly and INT Harpax remains in serious jeopardy.
B7M1: Added a trigger when the Rebels first launch their fighters to have several X-Wings break off to attack the Player if they get too close to their holding pattern before they begin their attack. This is to prevent the Player from easily shooting at the circling fighters who will not shoot back due to their orders to circle.
B7M2: New hyperspace interdiction effect added.
B7M2: Fixed Hyperbuoy region names.
B7M2: Fixed issue where the hyperbuoy in region 2 would not despawn, causing the nearby Arquitens cruisers to divert firepower away from ISD Devastator making the mission too easy.
B7M3: Added 3 more ships to T/A Razor on Easy difficulty to attack ISDII Majestic so that there is still a real threat it can be destroyed.
B7M3: Altered both friendly and Zaarin fighter fleets around the main battle for Easy difficulty only, added more waves and made AI skill adjustments so that the enemy T/A fleets aren’t wiped out so quickly. There should now be a constant fighter battle going on until the SSD Executor arrives. Medium and Hard difficulties remain unchanged.
B7M3: Removed older VSD I and II models as this was done to save on framerates prior to the new GPU ddraw update.
Battle 8 - Strategic Warfare
B8M1: ISD Allecto is now present from mission start along with its full TIE complements. This will significantly alter the flow and intensity of this mission. Previously this ship and its TIEs would only arrive if the M/FRGs were destroyed to encourage the Player to leave the area.
B8M1: Fixed issue where all enemy T/As were not appearing due to incorrect arrival conditions, making the mission a total breeze to complete on any difficulty level.
B8M1: Increased docking time of FRT Pinter to 5 minutes.
B8M1: YT-1300 Kushan is present on mission start inside the hangar of IRC Omar Prime, it has a wait timer of 6 minutes.
B8M1: Changed SHU Escape 1 and 2 into Stormtrooper Transports and like YT-1300 Kushan, are present on mission start inside the hangar of IRC Omar Prime with wait timers. Previously these two ships only spawned once Omar Prime was below 75% hull.
B8M1: GUNs Z-Tau, Z-Mu, Z-Nu and Z-Rho will now appear once the Player completes their primary objectives. This is what is meant to discourage the Player from sticking around.
B8M1: Added extra inflight dialogue to alert players to enemy bombing runs.
B8M1: Removed TRNs Z-Omega, Z-Sigma, Z-Epsilon and Z-Lambda from the mission.
B8M1: Removed BONUS goals and points for destroying T/A’s Z-Theta and Z-Zeta.
B8M2: Changed waypoints of all Assault Gunboats to try and avoid them colliding with the ZA-13 plants.
B8M2: All Gunboats will help disable transports once enemy ships have been dealt with.
B8M2: Removed the ‘Z’ tag on the names of Zaarin controlled starships to remain consistent with the naming patterns of all Zaarin controlled Starships across Reimagined. Only fighters or transports will have the ‘Z’ tag.
B8M3: Changed waypoints of all Assault Gunboats to try and avoid them colliding with the ZA-13 plants.
B8M4: Fixed issue where T/B Gamma was arriving via hyperspace instead of from VSD Stalwart.
B8M4: Shifted waypoints of all friendly fighters and lowered PLT/2 RS-32s position on the Z-Plane to minimize risk of fighters colliding with PLT/2 RS-32 which sometimes destroyed the station causing mission failure.
B8M4: Moved CRV Rampart 1-3 arrival point to be closer to RS-32 and removed their wait orders. They are the next most immediate threat now for the Player before they get in range of the station.
B8M4: Reduced arrival time of reinforcing Rebel fighter waves by 1 minute and moved their arrival point a little closer to VSD Stalwart.
B8M5: Added the Red Alert effect to the VSD hangar to add to the atmosphere that you are already under attack.
B8M5: Adjustments made to Easy and Medium difficulties by reducing the number of fighters attacking the Stalwart. This specifically affects T/A Z-Delta and T/B Z-Iota.
B8M5: Updated VSD Stalwart so it registers as your command ship not mission critical craft.
Battle 9 - TIE Defender
B9M1: New mission added: “The Seventh Fleet”.
Training Scenarios
TIE Fighter Training
T1M2: Fixed spelling error in Primary Goal.
T1M2: Changed BONUS objectives so destroying all Y-Wings and X-Wings is a single goal instead of for each separate group.
TIE Interceptor Training
T2M3: Fixed issue where BONUS objective with CN/A Koss was not displaying.
T2M3: Fixed issue where mine placement was incorrect.
T2M4: Fixed issue with hangar objects by making Player mothership FRG Lightning.
TIE Bomber Training
T3M1: Fixed issue where one inflight message was not triggering its assigned WAV file.
T3M2: Fixed issue where ATR Mako was not arriving.
T3M3: Fixed issue where one inflight message was not triggering.
T3M3: Fixed issue with backdrops not displaying correct starfield and showing planets instead.
T3M4: Fixed issue with backdrops not displaying correct starfield and showing planets instead.
T3M4: Fixed issue with hangar objects by making Player mothership FRG Compton.
Assault Gunboat Training
T4M1: Fixed issue where mine placement was incorrect.
T4M2: Fixed issue with backdrops not displaying correct starfield and showing planets instead.
T4M3: Fixed issue where CRV Supreme arrived even if it wasn’t called for.
Missile Boat Training
T7M3: Fixed issue where M/CRV Dagger complete mission goal was not triggering causing the mission to remain unresolved
T7M3: Fixed issue where mine placement was incorrect.
Known Outstanding Issues
You may notice when looking at the 'poles' of the skybox map, you will find you're suddenly fighting the game in keeping on target, almost like two magnets repelling each other when you try to bring them together. This is due to a game engine issue that is present in all the X-Wing/TIE Fighter series of games which is essentially some form of gimbal lock. Without understanding how and where in the code of the EXE this issue occurs, it is not possible at this time for us to fix it or even if it’s fixable at all.
If you are awarded a Secret Order tattoo AND a Battle medal, the two images will overlap on each other after the cutscene finishes. This is currently not something we’ve been able to fix.
If you have a high refresh rate on your monitor, it can cause severe framerate lag in the hangars. This is due to weird engine behaviour in how it treats the hangar system and so the higher the refresh rate, the more frames are skipped. For this reason, if you are having this issue, we recommend setting your monitor to a refresh rate of 60Hz. You can also try to make sure the setting EnableVSyncInHangar = 1 in the file ddraw.cfg.
The in-game music can sometimes cut out and stop playing. This can currently only be resolved by restarting your game. There is currently no fix likely for this.
Version 1.2 - 16/12/2021
These include some patch notes from XWAU Update 5 that directly affect TFTC v1.2. For a full list of changes for XWAU Update 5, please examine their readme file.
Gameplay Changes
Added new gameplay mechanics for Classic Only as follows:
Transferring laser energy to shields increased by 100%. This matches the original TIE Fighter behaviour as in XvT/XWA, this transfer amount was halved. This should improve Player survivability.
Bombers now only fire two torpedoes per attack run, with a maximum of six torpedoes fired per target when multiple bombers are attacking. This will significantly reduce torpedo spam and emulates the original TIE FIghter behaviour.
Disabled the Player’s ship spinning uncontrollably upon missile impact.
Disabled starship engine wash damage. Yes you can now cheese enemy starships again by hiding in their engine blind spots!
Removed 1/3rd throttle mechanic when turning. Now you will turn at the maximum rate regardless of your current speed. This emulates the original TIE FIghter behaviour.
Also removed the turn rate mechanic based on your current energy distribution. This was a more subtle mechanic but is also not present in the original TIE Fighter.
Limited the number of fighters that can attack the Player at once. This is dependent on Difficulty setting and AI flight leader choices. The higher the difficulty, the more fighters that can target you at once.
AI ships will no longer overcharge their shields to 200%, only up to 100%.
Jamming beam will now disable a starhips turrets instead of requiring 3 fighters to do so.
All non-friendly craft will now be already identified instead of appearing as ‘Unknown’ before getting in range. This only applies to ship names, not cargo.
Adjusted warhead lock ranges. Default range is 2.5 km. Starship, platform, container and freighter classes are 6 km. Exceptions for the Muurian Transport, YT transports, Asteroid Laser and Asteroid Warhead launchers at 6 km.
Added new gameplay mechanic for both Classic AND Reimagined as follows:
Removed AI laser convergence - meaning if for example an X-Wing fires all 4 lasers at you, instead of converging on your ship, not all 4 bolts will necessarily hit you. This will increase Player survivability a bit more.
If you wish to enable/disable any of the above gameplay changes manually, v1.2 will include the XWA EXE Patcher program and the TFTC Patcher XML file so you can make changes to the EXE file yourself. This is done so at your own risk so please backup your EXE file before making any changes. A small readme will be included on how to use it. Bear in mind the mod is now balanced for the above changes.
The following ships and objects in Classic Only have had their global Shield/Hull hitpoint stats updated. This is to bring them in line with the original TIE Fighter stats:
MC80A Chatnoir Cruiser = 3480/2128 (0/+304)
Dreadnought = 2560/1216 (0/-304)
Bulk Freighter = 480/112 (+280/-32)
Cargo Ferry = 240/132 (+80/+36)
Modular Conveyor = 280/112 (+24/+40)
Container Transport = 200/130 (-120/-142)
Container Type A (Brick) = 200/36 (+80/-4)
Container Type B (Hexbox) = 240/362 (+140/-4)
Container Type C (Tube) = 40/16 (+120/-4)
Container Type E (Hemisphere) = 120/36 (+64/-4)
Container Type F (Slotted) = 120/36 (0/-4)
Container Type G (Hourglass) = 120/36 (0/-4)
Container Type H (Gem) = 120/36 (+80/-4)
Container Type I (Y Shaped) = 120/36 (0/-4)
The following ships in Classic AND Reimagined have had their global Shield/Hull hitpoint stats updated.
TIE Advanced = 50/15 (+10/-5)
TIE Defender = 100/15 (0/-5)
The following ships in Classic AND Reimagined have had their global top speeds updated. This is to bring them in line with the original TIE Fighter stats:
TIE Interceptor = 111 MGLT (+1)
TIE Advanced = 145 MGLT (+13)
TIE Defender = 156 MGLT (+12)
Missile Boat = 122 MGLT (+2)
TUG = 6 MGLT (-27)
Heavy Lifter = 22 MGLT (-22)
MC80A Chatnoir Cruiser = 11 MGLT (-11)
Added the TIE Fighter Demo mission that was released a few months before the full game came out in 1994. This mission was not included in the final release of the original game but has been restored for TFTC. It can be accessed in the Simulator under Training Missions. It will be unlocked after you’ve completed at least 30 campaign missions (its after the Missile Boat training).
Added the Imperial Raider-Class Corvette. This ship will feature prominently in future Reimagined missions but is also being retroactively added to a couple of earlier missions in place of other ships.
Added laser turret meshes to the MC40 and MC80 Reef (not the MC80A Chatnoir) Calamari Cruisers. You can now target and destroy them which will eventually disarm these ships.
Updated TIE Fighter concussion missile count (4 normal, 8 double).
Updated TIE Interceptor concussion missile count (6 normal, 12 double).
Graphics & Audio Changes
(XWAU Update 5): Added the new TIE Advanced and TIE Defender models by DTM. Their cockpits have also been updated.
(XWAU Update 5): Added the new Platform 6 (PLT/6) Model by VinceT.
(XWAU Update 5): Updated Platforms 1 to 4 (PLT/1 to PLT/4) models including colour coded hangar force fields to help Players identify the correct hangar to dock in. This is Blue for the Player and Red for AI. They now also have animated landing lights to indicate the correct hangar for the Player as well as other texture updates.
(XWAU Update 5): Added new explosion, particle and hit effects by MechDonald.
(XWAU Update 5): Added new starship debris models and animations by MechDonald and Blue Max.
(XWAU Update 5): Added new blast mark textures and animations when ships are impacted by warheads.
(XWAU Update 5): Added Automatic Greebler shader effect by Blue Max. This can add additional surface details to the textures of ships and objects as you get closer to them.
(XWAU Update 5): Added custom HUD colours by Blue Max. HUD colours per ship can be custom defined in a ships INI file under [HUDColor] in the FlightModels folder using an RGB scale (example: AssaultGunboat.ini). In TFTC, by default, all flyable Imperial craft will now have a black HUD colour.
(XWAU Update 5): VR performance updates that should help fix jittering experiences when in the cockpit. For the more details or questions please see the XWAU Forum section here: https://tinyurl.com/23fr8cdu
Updated the Gozanti cruiser with a new model by DTM.
Updated all main Battle images in the Simulator, with significantly new and improved versions.
Updated several ship models in the Pilots Room with new versions when inspecting them.
Updated all 360 degree nebula skyboxes with new versions. They should be softer, more natural looking and less intense.
Updated lighting effects in most missions to reflect more accurately the types of light sources and the updated Nebula changes.
Updated several planets and moons with new higher resolution versions.
Added a brand new voiceover set for all inflight dialogue by Admiral Harkov in Reimagined, replacing the original TF version.
Updated the sound effects with original TIE Fighter sounds for map briefing icons, inflight ship targeting/selection, missile locking, missile warning and Player shield/hull impacts.
Lowered volume of the ion cannon firing sound.
Updated the Credits cutscenes with new entries.
General Fixes
(XWAU Update 5): Updates to the XWA Config file to enable Use 3D Hardware, Hardware MIP Mapping, 32 Channels sound and High Quality Sound. This is to avoid known crashing issues.
(XWAU Update 5): Fixed issue where flying with the cockpit turned off would cause the Player craft to receive far higher damage than it should.
Fixed the number of points required for personal rank updates. Previously the thresholds were far too high making it next to impossible to advance past Lt Commander.
Fixed points bug with MC80A Chatnoir Cruiser in Classic.
Fixed many more spelling and grammar mistakes across all missions.
Fixed XWA issue where the condition “must be attacked” did not function if the AI targeted warheads on a ship/object/message attached with this condition thus preventing it being triggered.
Fixed minor issues with ships docking to Imperial Star Destroyers and MC80 Calamari Cruisers that could end up in a ‘circle dance’ as they tried to dock.
Fixed issue where the Tour of Duty button in the Simulator would be greyed out after trying a skirmish, training or racing mission. This fix however has its own bug, which can cause a display issue in the Simulator if you have a clean pilot and access the simulator (because the button SHOULD be greyed out here but isn’t). This bug is not as bad as being unable to replay all your completed campaign missions though!
TFTC Classic Missions
Removed the Flight Group double numbering as example 'Alpha 1 1' from all craft in numerous missions.
Added Flight Group numbers to any ships missing them across the entire campaign.
To account for the new torpedo changes in gameplay, all craft we previously altered warhead loads or types on to balance the game have now had these loads restored to their original amounts and types to match the original TIE Fighter. Example: B-W Red now uses Space Bombs instead of Proton Torpedoes or Y-W Gold now has a full warhead load instead of half a load.
Removed Player radio from numerous warhead reload ships across multiple missions. This is so they don’t go and start attacking targets you designate to your wingmen. Additionally the role of ‘Reload Craft’ has been assigned to any of these ships where it may be missing so it's clear when selecting these ships what their purpose is.
Tweaked the delay times and triggers of multiple inflight messages across many missions to improve message flow and apply any fixes as necessary.
Updated waypoints and start positions of some flight groups across multiple missions to match their original TIE Fighter positions.
Fixed a couple of minor text errors in the B7M5 and B10M5 briefing cutscenes.
Battle 0 - Pilot Training
B0M1 (Classic): Reduced AI skill of bonus X-Wing and Z-95 combat groups to Veteran.
B0M1 (Updated): Fixed issue which caused containers to trigger Wingmen inflight audio events.
B0M2 (Classic): Changed waypoints of multiple flight groups to match the original more closely.
B0M2 (Classic): Changed arrival conditions of T/I Gamma’s 2 & 3.
B0M3 (Classic): Added flight group numbers to CN/A Target.
B0M3 (Updated): Added an extra group of T/Bs to assist you in attacking C/CRS Target 6 so it doesn’t take so long to destroy it.
B0M3 (Updated): Increased AI skill of T/B Gamma to Officer.
B0M3 (Updated): Fixed issue with most of the enemy Z-95’s not launching from C/CRS Target 6.
B0M3 (Updated): Updated target orders of all Z-95’s to engage all TIE Bombers, not just you.
B0M4 (Classic): Reduced AI skill of Y-W Blue to Veteran.
B0M4 (Updated): Fixed issue where Flight Officer tells you about requesting reinforcements twice during inflight training.
B0M4 (Updated): Reduced AI skill of A-Ws Red 1 and 2 to Veteran.
B0M4 (Updated): Added new goal to destroy A-W Red 1 and 2 when they arrive.
B0M4 (Updated): Goal to destroy L/CRS Liberty now only shows up after A-Ws Red 1 and 2 are destroyed.
Battle 1 - Aftermath of Hoth
B1M1: Reduced AI Skill of T/F Beta and Gamma to Veteran.
B1M1: Set Team 5 as allied to Team 1 Empire.
B1M2: Reduced AI skill of Y-Ws Petdur, Laire and X-W Derk to Veteran.
B1M2: Set Teams 2 and 4 to allied.
B1M3: Changed T/B Alpha 2 orders.
B1M3: Reduced AI Skill of T/I Gamma to Veteran.
B1M3: Reduced AI Skill of T/B Beta, Theta and T/I Delta to Ace.
B1M3: Increased AI skill of SHU Xesre and Dunn to Veteran.
B1M4: Increased AI skill of Y-W Gold (Medium) to Ace.
B1M4: Reduced AI skill of X-W Red (Hard) to Veteran.
B1M4: Some backend changes to various FG structures (example: merging single ship FGs as a two ship FG).
B1M4: Changed formation of TRNs Sigma 1 and Omega 1 to Line Astern Up.
B1M5: Increased AI skill of GUN Rho, GUN Pi, X-W Blue, TRNs Mood and Leven to Ace.
B1M5: Changed arrival conditions of A-Ws Gold and Yellow.
B1M5: Updated multiple Rebel FG attack orders based on Imperial IFF.
B1M5: IFF of hyperbuoys in Region 2 changed to make sure the Rebels don’t shoot at them.
B1M5: Added wait orders to multiple flight groups to account for time taken for Player to hyperspace.
B1M5: Updated GUN Rho departure conditions. It will leave once the Player completes their primary goals.
B1M5: Changed formations of CN/C C440 and SHU Escape 1 to Line Astern Up.
B1M6: Increased AI skill GUNs Tau 1 & 2 and Nu to Top Ace.
B1M6: Increased AI skill of Y-W Gold (Easy/Medium) to Ace.
B1M6: Reduced AI skill of Y-W Gold (Hard), A-W Blue 1 (Medium\Hard), X-W Red 1 (All difficulties), ATR Charity and all Mines to Veteran.
B1M6: Reduced AI skill of GUN Mu to Ace
B1M6: Added wait orders to multiple flight groups to account for time taken for Player to hyperspace.
B1M6: Changed arrival delay conditions of X-W Red (All difficulties), Y-W Gold (Easy/Medium) and A-W Blue (Medium/Hard).
B1M6: Updated multiple Rebel FG attack orders based on Imperial IFF.
B1M6: IFF of hyperbuoys in Region 2 changed to make sure the Rebels don’t shoot at them.
B1M6: TRNs Sigma and Omega now have Heavy Rockets and changed status to half missiles.
B1M6: Updated attack throttle speed of TRNs Sigma and Omega.
B1M6: Updated start positions of CRL Lulsla and all mines to their original TF positions.
B1M6: Changed formations of CN/C C440, TRNs Starway, Gargon and SHU Derris to Line Astern Up.
Battle 2 - The Sepan Civil War
B2M1: Changed arrival conditions of T/B Beta 4 and Delta 4.
B2M1: Updated attack orders of M/CRV Falx and CARG Mangonel.
B2M1: Updated special cargo text on CNVYR Asbo 1 to ‘Imperial Arms’.
B2M1: SHUs Bezil, Gamu and Bredis will now arrive on all difficulties instead of just Hard.
B2M1: Increased AI skill of SHU Gamu 1 to Officer.
B2M2: Updated cargo text on TRNs Epsilon 1 & 2 to ‘Stormtroopers’.
B2M2: The BONUS goal of inspecting PLT/1 Youst is now a Primary [SO] goal.
B2M2: Changed withdrawal conditions on TRNs Epsilon 1 & 2 to abort mission at 50% hull.
B2M2: Updated withdrawal condition of Ripoblus craft to leave the area when 25% of all Ripoblus have been destroyed.
B2M2: Reduced AI skill of TRNs Epsilon 1 & 2 to Ace.
B2M2: Reduced AI skill of TRNs Omicron 1 & 2 to Top Ace.
B2M2: GUN Rho 1 will now arrive when Player requests Reinforcements.
B2M2: Changed arrival conditions of GUNs Rho 5 and Rho 9.
B2M2: Changed arrival conditions of TRNs Omicron 1 and 2.
B2M3: Updated cargo text on SHU Nazaar to ‘Technicians’.
B2M3: Fixed BONUS goal regarding SHU Nazaar completing its mission.
B2M3: Updated orders of SHU Nazaar back to their original TF version.
B2M3: Changed IFF of buoy NAV/B1 B-143 to Ripoblus.
B2M3: Changed arrival conditions of T/I Theta.
B2M4: Increased AI skill of Z-95 Adam and E/S Calitana to Ace.
B2M4: Updated cargo text on CARGs Glaive, Godendag and M/CRV Runka to ‘Imperial Goods’.
B2M4: Changed departure conditions for CARGs Glaive, Godendag and M/CRV Runka so they withdraw when Player completes their primary goals.
B2M4: Changed departure conditions for CRL Falaricae, Z-95 Adam, Baker and Charlie, FRG Shemsher, E/S Calitana and E/S Degio.
B2M4: Changed arrival conditions for CRL Falaricae, Z-95 Adam and E/S Arabu, Berono, Calitana and Degio.
B2M4: Changed departure conditions for all Dimok and Ripoblus craft.
B2M5: Changed escort positions of T/F Alpha’s 1 and 3.
B2M5: Reduced AI skill of T/I Gamma and Z-95 Killam’s 1-4 to Veteran.
B2M5: Increased AI skill of CRL Ben Het to Veteran.
B2M5: Updated inflight Victory message conditions.
Battle 3 - Battle on the Frontier
B3M1: Reduced AI skill of SHU Splinter to Ace.
B3M1: Updated cargo text on all special Containers to ‘Station Parts’
B3M1: Changed orders on T/I Beta to match original orders.
B3M1: Changed second attack order on T/F Gamma.
B3M2: Reduced AI skill of SHU Jiggs to Veteran.
B3M2: Reduced AI skill of X-W Gold (Hard) to Ace.
B3M2: Changed orders to T/B Alpha 2.
B3M3: Reduced AI skill of X-W Red (Hard) and B-W Red (Hard) to Ace.
B3M3: Increased AI skill of X-W Yellow (Hard) to Veteran.
B3M3: Increased AI skill of SHU Escape to Ace.
B3M3: Removed BONUS objective for destroying FRG Huntress.
B3M3: Changed arrival delay conditions of CARG Bakkun, CNVYR Gorfan, FRT Ravn and M/CRV Horvus.
B3M3: Changed formation of CARG Bakkun, CNBYR Gorfan and SHU Escape to Line Astern Up.
B3M4: Changed GUN Tau 2’s orders to include an escort order for the Player.
B3M4: Updated cargo text on CN/B SI-78, CN/B SI-79, CN/C DI-49 and FRT Soonya to ‘Base Supplies’.
B3M4: Reduced AI skill of X-W Blue (Hard), Rebel Y-W Gold (Hard), TRN Masser (Hard), SHU Proto (Hard) and Pakuuni Y-W Gold (Hard) to Veteran.
B3M4: Reduced AI skill of M/FRG Ludwick to Officer.
B3M4: Changed departure conditions of TRN Masser (Hard), SHU Proto (Hard) and Y-W Gold (Hard) so they leave after VSD Stalwart arrives back.
B3M4: Changed formation of GUN Tau to Abreast Left.
B3M4: Changed formation of SHU SHakker to Line Astern Up.
B3M5: Added escort order to T/B Alpha 2 to escort any TRNs.
B3M6: Reduced AI skill of SHU Clipper (Hard) and Y-W Gold Hard) to Veteran.
B3M6: Reduced AI skill of M/FRG Ludwick to Officer.
Battle 4 - Conflict at Mylok IV
B4M1: Increased AI skill of Z-95 Gold (Hard) to Officer.
B4M1: Increased AI skill of T/F Beta and Gamma to Top Ace.
B4M1: Changed Z-95 Gold 1 to 5 waves of 2 craft and changed its formation to Line Astern up.
B4M1: Changed arrival time of Y-W Yellow.
B4M1: Changed attack orders of T/B Eta, CRV Charger 1 and Charger 2.
B4M1: Added flight group Z-95 Red (Hard) with Officer AI.
B4M2: Reduced AI skill of Y-W Gold (Hard) to Veteran
B4M2: Reduced AI skill of T/I Delta, Y-W Blue 1, Y-W Blue 4, SHU’s Pamir 1 and Pamir 2 to Ace.
B4M3: Restored CN/A Order 3, Order 4 and Order 5 back to 100% shields.
B4M3: Reduced AI skill of Y-W Grey (Hard) and Y-W Blue (Hard) to Veteran.
B4M4: Fixed issue where the Player could not target incoming warheads.
B4M4: Changed FRG Lendova to have 200% shields.
B4M4: Changed orders of FRG Lendova to match original settings.
B4M4: Increased AI skill of Y-W Gold to Ace.
B4M4: Reduced AI skill of Y-W Red to Veteran.
B4M4: Reduced AI skill of Y-W Scarlet to Rookie.
B4M4: Removed warheads from Y-W Scarlet.
B4M5: Changed waypoints of M/FRG Shamus so it doesn’t crash into FRG Xerxes.
B4M5: Changed M/FRG Shamus to have 200% shields.
B4M5: Reduced AI skill of M/FRG Shamus to Officer.
B4M5: Increased AI skill of X-W Gold, Y-W Red, Y-W Vite, Y-W Strike and Y-W Blue to Ace.
B4M5: Changed arrival conditions of A-W Blue and SHU Fornel.
Battle 5 - Battle for Honour
B5M1: Reduced AI skill of M/FRG Osprey to Officer.
B5M1: Reduced AI skill of T/I Theta and T/I Delta to Ace.
B5M1: Increased AI skill of T/B H-Beta to Ace.
B5M1: Changed formations of M/FRG Osprey and CRL Margaret to Vic (this affects how they are positioned even though they are single ship flight groups).
B5M1: Changed arrival conditions of T/A H-Delta.
B5M2: Changed Primary [SO] goal of inspecting all cargo containers to just inspecting one of them instead.
B5M2: Changed arrival conditions of GUNs Nu an dTau, A-W Blue and T/A H-Beta (all difficulties).
B5M2: Changed formations of VSD Protector to Vic.
B5M2: Changed orders of B-W Reds 1-3 and YT-1300 Cimigo to account for the Player hyperspacing to the region.
B5M2: Changed attack orders of A-W Blue.
B5M2: Reduced AI skill of A-W Blue to Ace.
B5M3: Changed formations of VSD Protector to Vic.
B5M3: Changed throttle speeds of all Heavy LIfters.
B5M4: Added BONUS objective of SHU Toten completing its missions (500 points).
B5M4: Changed formations of VSD Protector to Vic.
B5M5: Restored PLT/1 DS 5 to 100% shields from 200%.
B5M5: Added an extra 10 seconds to the wait orders of SHU Total, TRN Kolermigon and YT-1300 Geddawai before they take off from PLT/1 DS 5.
B5M5: Changed orders of X-W Red and A-W gold to account for the Player hyperspacing to the region.
B5M5: Added circle and evade order to A-W Gold.
B5M5: Added extra departure conditions to TRNs Upsilon 1 & 2 so they will not leave until after PLT/1 DS 5 is captured.
B5M5: Changed arrival conditions of ISD Garrett, T/I Gamma, T/A Alpha, ATR Omega 1 and FRG Oliner.
B5M5: Reduced AI skill of PLT/1 DS 5 to Rookie.
B5M5: Updated cargo text on ATRs Omega 1, 2 and 5 to ‘Stormtroopers’.
Battle 6 - Arms Race
B6M1: Reduced AI skill of B-W Blue (Hard) to Veteran.
B6M1: Changed speeds of CARGs Sela 1-3 to match original speeds.
B6M1: Changed formation of CARGs Sela 1-3 to Line Astern Up.
B6M2: Fixed issue with arrival of CN/B Xi 1-3 containers.
B6M2: Changed arrival conditions of Y-W Blue and ESC Hininbirg.
B6M2: Fixed issue with CRV Mar Dunn not dropping off their mines.
B6M2: Added FRG Thunderer and a 3-ship flight T/I Gamma to Region 1.
B6M2: Added wait orders to several ships to account for the Player hyperspacing to the region.
B6M2: Split A-W Gold flight group and given different attack orders.
B6M3: Fixed incomplete [SO] goal description.
B6M3: Changed Primary [SO] goal of HLF U-3f14 completing mission into a BONUS goal instead.
B6M3: Added Prevent goal for 100% of B-Wings being destroyed so mission fails if you don't disable and capture at least one of B-W Red.
B6M3: Reduced AI skill of X-W Blue and B-W Red to Ace.
B6M3: Fixed issue where the FRTs could be destroyed after TRN Upsilon repaired them.
B6M3: Changed orders of GUNs Tau and GUN Rho.
B6M3: Added Fly Home order to ATR Storm Unit, TRNs Upsilon 1 and 2.
B6M4: Restored 100% shields to Player and GUNs Tau 2-6.
B6M4: Increased AI skill of ATRs Omega 5 and 6 to Veteran.
B6M4: Fixed incomplete [SO] goal description.
B6M4: Fixed arrival conditions of TUG U-14f1 so it now arrives when it should.
B6M4: Added wait orders to several ships to account for the Player hyperspacing to the region.
B6M4: Added Fly Home order to CARG Bugiboi.
Battle 7 - Treachery at Ottega
B7M1: Changed formation of ATRs Lambda and Sigma to Line Astern Up.
B7M1: Changed formation of Z-95 Blue and Scarlet to Vic.
B7M1: Changed attack orders of T/B H-Beta.
B7M1: Reduced AI skill of X-W Gold (Hard) to Veteran.
B7M1: Increased AI skill of CARG Whell to Officer.
B7M1: Increased AI skill of T/F H-Alpha and T/I H-Delta to Ace.
B7M1: Increased AI skill of INT Harpax to Top Ace.
B7M2: Removed duplicated BONUS goals for destroying Rebel fighters.
B7M2: Changed arrival conditions of T/B H-Beta.
B7M2: Changed formation of Z-95 Blue to Vic.
B7M3: Changed BONUS goals of destroying M/CRVs Arditi, Falcon and BaKaar into a Primary [SO] goal.
B7M3: Added Primary [SO] goal of destroying ATR Upsilon.
B7M3: Removed [SO] Primary Goal of defending ISD Garrett due to potential issues completing the mission.
B7M3: Fixed Issue with BONUS goal of INT Harpax must completing mission not working
B7M3: Changed arrival conditions of GUN Mu.
B7M4: Reduced AI skill of M/FRG Osprey to Rookie.
B7M5: ISD Majestic will now leave the area after completing its wait order.
B7M5: Removed invincibile status from ISD Glory.
B7M5: Changed departure conditions of ISD Glory.
B7M5: Changed orders of T/D Alpha 2 to escort the Player.
B7M5: Reduced AI skill of ISD Majestic to Officer.
B7M5: Reduced AI skill of T/As Z-Eta, Z-Zeta and Z-Iota to Veteran.
B7M5: Reduced AI skill of E/S Haven and Hellcat to Top Ace.
B7M5: Increased AI skill of ISDs Glory and Vanguard to Top Ace.
Battle 8 - Strategic Warfare
B8M1: Changed orders of T/D Alpha 2 to Escort Player.
B8M1: Changed departure conditions of T/D Alpha 2.
B8M1: Changed arrival conditions of T/B Z-Eta.
B8M1: IFF of hyperbuoys in Region 2 changed to make sure they aren’t shot at.
B8M1: Reduced AI skill of T/A Z-Alpha (Hard) and T/B Z-Alpha (Hard) to Veteran.
B8M1: Reduced AI skill of GUN Nu to Ace.
B8M2: Added wait orders to all starting ships in Region 1 to account for Player hyperspacing in.
B8M2: Changed orders of GUN Mu.
B8M2: Reduced AI skill of GUN Mu to Ace.
B8M2: Reduced AI skill of T/A Z-Zeta (Hard) to Veteran.
B8M2: Changed orders of T/D Alpha 2 to Escort Player.
B8M2: Changed departure conditions of T/D Alpha 2.
B8M2: Added [SO] Primary Objectives that all E/S and ATRs must finish docking.
B8M2: Changed arrival conditions of TRN Renegade, T/As Z-Alpha and Z-Zeta.
B8M2: Adjusted hyperspace orders for T/D Alpha 2.
B8M2: IFF of hyperbuoys in Region 2 changed to make sure they aren’t shot at.
B8M3: Combined ATR Themors 1 and 2 into a single flight group instead of two separate groups.
B8M3: Removed Primary goal of ATR Themor to finish docking.
B8M3: Reduced AI skill of ATRs Java and Themor to Officer.
B8M3: Reduced AI skill of CRV Z-Caplure to Veteran.
B8M3: Changed orders for T/D Alpha 2, T/A Z-Gamma and CRV Z-Caplure
B8M3: Changed arrival conditions of CRV Z-Caplure and ATR Java.
B8M3: Changed departure conditions of T/D Alpha 2.
B8M4: Added wait orders to all starting ships in Region 1 to account for Player hyperspacing in.
B8M4: Changed arrival conditions of B-W Red, Z-95 Red and A-W Gold to account for the Player hyperspacing in.
B8M4: Reduced AI skill of B-Ws Red and Gold, Y-Ws Blue, Gold and Yellow and X-W Gold to Ace.
B8M4: IFF of hyperbuoys in Region 2 changed to make sure they aren’t shot at.
B8M4: Changed orders of T/D Alpha 2 to escort Player.
B8M4: Reduced AI skill of M/CRVs Tatoo 1 and 2 to Officer.
B8M5: Updated skin of PLT/2 RS-32 to a new Alliance version.
B8M5: Changed orders of T/D Alpha 2 to escort Player.
B8M5: Added Primary [SO] goal that TRN Lambda must complete docking.
B8M5: Reduced AI skill of B-Ws Red and Gold to Veteran.
B8M5: Reduced AI skill of E/S Sigma to Ace.
B8M5: Changed arrival conditions of TRN Resupply.
B8M5: Changed departure conditions of T/D Alpha 2.
B8M6: Added new region for Player to hyperspace to once INT Grappler is destroyed. VSD Sceltor will also hyperspace here.
B8M6: Added new Primary goal that VSD Sceltor must escape.
B8M6: Changed departure conditions of T/D Alpha 2.
B8M6: Restored Player and T/D Alpha 2 to 100% shields.
B8M6: Increased AI skill of INT Grappler and M/FRG Shadow to Officer.
B8M6: Reduced AI skill of T/D Alpha 2 to Top Ace.
Battle 9 - TIE Defender Technology
B9M1: Updated skin of PLT/3 R&D Lab to new Empire version.
B9M1: Added new BONUS goal: 50% of T/D Delta must complete mission.
B9M1: Added Primary goal: At least one of ATRs must finish docking.
B9M1: Added new Secondary goals: 100% of TIE Bombers and 100% of TIE Fighters must be destroyed.
B9M1: Fixed issue with BONUS goal of 50% of T/D Delta completing their mission.
B9M1: Restored Player and T/D Delta 2 to 100% shields.
B9M1: Changed arrival conditions of A-W Red.
B9M1: Increased AI skill of ATRs Omega and PLT/3 R&D Lab to Officer.
B9M1: Updated cargo text of ATRs Omega 1-4 with ‘Stormtroopers’.
B9M2: Updated skin of PLT/3 R&D Lab to new Empire version.
B9M2: Removed Prevent goal of all Zaarin controlled T/Ds being destroyed.
B9M2: Changed Primary goal to one of T/D Z-Alpha specifically must be captured rather than any one T/D.
B9M2: Removed BONUS goals for the 100% capture of T/Ds Z-Alpha, Z-Beta and Z-Gamma.
B9M2: Fixed BONUS goals of ISD Ardaga and CUV 3f1 must complete mission.
B9M2: Increased AI skill of ATRs Z-Lambda, Z-Sigma and Z-Omega to Veteran.
B9M2: Reduced AI skill of PLT/3 R&D Lab to Officer.
B9M2: Reduced AI skill of ISD Adarga to Veteran.
B9M2: ISD Ardaga will no longer abort its mission when reaching a certain hp level.
B9M3: Changed orders for SHU G’nabgib (1st appearance).
B9M3: Updated skin of PLT/3 R&D Lab to new Empire version.
B9M3: Reduced AI skill of PLT/3 R&D Lab to Officer.
B9M3: Updated cargo text of TRNs Z-Sigma 1-6 with ‘Stormtroopers’.
B9M3: Changed departure conditions of E/S Red Knight and Dragonfly.
B9M5: Increased AI skill of R41s Eshowe, Gingin and Dhlovo.
B9M6: Changed arrival conditions of Z-95s Adam 7-12, T/D Z-Alpha, CRL Sumpntodo and CUV Su 2.
B9M6: Changed formation of YT-1300 Dhoora to Line Astern Up.
B9M6: Reduced AI skill of YT-1300 Dhoora, CARGs Mssan 1 and 2 to Rookie
B9M6: Reduced AI skill of Z-95s Adam 1 and 2 to Ace.
Battle 10 - New Threats
B10M1: Added new starting region for the Player to hyperspace in from. All starting flight groups given a wait order to account for the Player hyperspacing into the mission.
B10M1: Changed Primary [SO] objective of capturing YT-1300 Choora to disabling it instead.
B10M1: Added BONUS goal to capture YT-1300 Choora.
B10M1: Changed arrival conditions of INT Red Claw.
B10M1: Updated cargo text of ATRs Omega 1 and 2 to ‘Stormtroopers’.
B10M1: Removed TRN Omicron.
B10M1: Reduced AI skill of YT-1300 Choora to Officer.
B10M1: Reduced AI skill of TRKC Ayenzii an dY-W Boegis to Ace.
B10M1: Increased AI skill of INT Red Claw and ATRs Omega 1 and 2 to Ace.
B10M1: Increased AI skill of T/I Alpha, T/B Beta and R-41s Oldevai 8-12 to Ace.
B10M2: Restored Player to 100% starting shields.
B10M2: Changed orders on multiple flight groups.
B10M2: Added and Fixed BONUS goal 'CUV Rover must survive until other bonus completed'
B10M2: Added new BONUS goal that 100% of T/D Z-Beta 2 must be destroyed.
B10M2: Changed formation of STRKC Z-Kopsh to Vic.
B10M2: Increased AI skill of STRKC Z-Kopsh to Veteran.
B10M2: Increased AI skill of T/I Alpha, T/D Z-Alpha and T/D Z-Delta to Ace.
B10M3: Changed formation of CN/F N3G4 to Line Astern Up.
B10M3: Added wait order to all starting flight groups to account for the Player hyperspacing into the mission.
B10M3: Changed skin colour of CRKC Jester.
B10M3: Reduced AI skill of T/D Badi to Veteran.
B10M3: Increased AI skill of GUN Nu to Ace.
B10M4: Removed Prevent conditions of 100% GUN Mu and Nu being destroyed.
B10M4: Restored GUNs Mu and Nu to 100% shields.
B10M4: Changed orders of MIS Tau 2 to to escort Player.
B10M4: Changed arrival conditions of TRNs Miner 1-3.
B10M4: Changed departure conditions of ISD Grey Wolf.
B10M4: Changed skin colour of CRKC Prism.
B10M4: Reduced AI skill of GUN Mu and ATR Sigma to Ace.
B10M4: Reduced AI skill of GUN Nu to Top Ace.
B10M4: Increased AI skill of CRKC Prism to Veteran.
B10M4: Increased AI skill of STRKC Nuance and T-W Vendorr to Ace.
B10M5: Changed skin color of CRKCs Kingdom 1-3.
B10M5: Changed arrival conditions of E/S Black Box.
B10M5: Restored Player to 100% starting shields.
B10M5: Reduced AI skill of Y-W Yellow, Z-95s Blue and and Gold and E/S Black Box to Ace.
B10M5: Increased AI skill of CRKCs Kingdom 1-3 to Officer.
B10M5: Increased AI skill of X-Ws Blue and Red and Y-W Blue to Ace.
B10M6: Corrected the name of C/CRS Independence (it was spelt Independenc, this is a character limit bug from the Original TF).
B10M6: Updated cargo text of TRN Epsilon to ‘Stormtroopers’.
B10M6: Reduced AI skill of YT-1300 Goldenrod to Officer.
B10M6: Increased AI skill of ISD Grey Wolf to Veteran.
B10M6: Increased AI skill of C/CRS Independence and STRKCs Lonsigar 1 and 2 to Ace.
Battle 11 - Hunt for Zaarin
B11M1: Fixed issue with BONUS goals of TRNs Upsilon 1 and 2 not completing their mission.
B11M1: Reduced AI skill of GUNs Tau 2 and Nu to Ace.
B11M2: Changed arrival conditions of FRT Tallinn, CN/A Psi 1, T/D Z-Delta and GUN Rho.
B11M2: Reduced AI skill of ATRs Rover 1-3 to Officer.
B11M2: Reduced AI skill of T/D Z-Eta to Veteran.
B11M2: Reduced AI skill of T/B Delta to Ace.
B11M2: Increased AI skill of PLT/6 Supply Base to Officer.
B11M2: Increased AI skill of INT Bomb and ISDs Thunderer and Imperator to Ace.
B11M4: Reduced AI skill of T/D Z-Iota to Veteran.
B11M4: Reduced AI skill of GUN Rho to Ace.
B11M5
B11M5: Fixed issue where the mission would fail when the CTRNS Nichevo 1-3 would hyper out even though we need them to escape.
B11M5: Restored Player to 100% shields.
B11M5: Changed orders of T/B Iota and Zeta to attack Container Transports only if IFF is Traitor.
B11M5: Changed orders of STRKCs Triumph and Indomitable.
B11M5: Changed departure conditions of CRKC Yaai, FRG Thinin, T/D Z-Alpha and GUNs Z-Mu, Z-Nu and Z-Tauso they actually withdraw when ISD Glory hyperspaces out.
B11M5: Increased AI skill of T/Bs Zeta and Iota to Ace.
B11M6: Reduced AI skill of SCT Sentry 1 and 2 to Rookie.
B11M6: Reduced AI skill of PLT/5s V1 and V2 to Veteran.
B11M6: Increased AI skill of T/As Z-Eta and Z-Theta to Veteran.
B11M6: Increased AI skill of T/As Z-Zeta and Z-Iota and T/I Z-Gamma to Ace.
B11M7: Reduced AI skill of MUTR Shadow to Officer.
B11M7: Reduced AI skill of MN/T1s D-Array and V-Array to Ace.
B11M7: Increased AI skill of CRKCs Z-Pata 1-3 to Veteran.
Battle 12 - Prelude to Endor
B12M1: Reduced AI skill of CRV Keeper 2 to Rookie.
B12M1: Reduced AI skill of M/CRV Hut’to to Officer.
B12M1: Reduced AI skill of A-W Gray (Hard) to Veteran.
B12M1: Reduced AI skill of Y-W Gold to Ace.
B12M2: Reduced AI skill of ATR Sigma 2 to Officer.
B12M2: Reduced AI skill of T/F Gamma, T/I Delta and T/B Zeta to Ace.
B12M2: Reduced AI skill of T/A Alpha 2 to Top Ace.
B12M2: Increased AI skill of X-W Red, Y-Ws Red and Blue, A-Ws Red, Rose, Purple, Aqua, Orange, Yellow, Gold (Easy/Medium), Blue (Easy/Medium) and Gray (Easy/Medium) to Ace.
B12M2: Increased AI skill of Y-W Gold to Top Ace.
B12M3: Reduced AI skill of MUTR Botani 1-3 to Rookie.
B12M3: Reduced AI skill of A-W Yme to Veteran.
B12M3: Reduced AI skill of X-W Logan to Ace.
B12M3: Changed arrival conditions of X-Ws Junker and Logan.
B12M4: Reduced AI skill of ATR Omega 1 and M/CRV Timoth 4 to Officer.
B12M4: Reduced AI skill of MIS Tau 2, GUNs Mu, Gnu and Nu to Ace.
B12M5: Increased AI skill of ATRs Omega 1-4 and DREAD Doomer to Officer.
B12M5: Increased AI skill of ATR Omega 5 to Ace.
B12M5: Fixed issue with BONUS goal of ATR Omega not completing its mission.
B12M6: Reduced AI skill of YT-1300 Nahosos to Rookie.
B12M6: Reduced AI skill of M/FRG Kracken and FRG Viper to Veteran.
B12M6: Changed arrival conditions of SHU Chanel, E/S Swen and CRV Deep.
B12M6: Added Prevent goal on E/S Swen completing mission so it causes mission failure if you don’t destroy it.
B12M6: Added Prevent goal on any of the Rebel transports being destroyed.
B12M7: Reduced AI skill of M/CRV Floran to Rookie.
B12M7: Reduced AI skill of M/FRGs Barker and Smus and CRKC Lsumu to Officer.
B12M7: Changed arrival conditions of X-W Red, A-W Red and STRKC Red Dog.
B12M7: Fixed issue with Prevent goal which should cause mission failure if a Rebel starship escapes.
Battle 13 - The Emperor’s Will
B13M1: Reduced AI skill of Z-Rho (Easy), T/Bs Z-Eta and Z-Theta to Veteran.
B13M1: Reduced AI skill of T/A Gamma, GUNs Rho and Z-Nu, T/Is Alpha, Z-Tau, Z-Rho (Medium/Hard) and T/Bs Z-Zeta and Z-Alpha to Ace.
B13M1: LINER Excalibur now has 200% shields.
B13M1: GUN Rho 1 will now reinforce the Player when requested.
B13M1: Fixed issue where some craft didn’t appear in the Mission Craft list during the main briefing.
B13M2: Reduced AI skill of E/S Lambda to Officer.
B13M2: Reduced AI skill of T/I Z-Alpha 3 (Hard) to Veteran.
B13M2: Reduced AI skill of GUN Mu to Ace.
B13M3: Fixed issue where some craft didn’t appear in the Mission Craft list during the main briefing.
B13M4: Increased AI skill of ISD Garrett to Ace.
B13M4: Increased AI skill of PLT/4 Enin’sd to Officer.
B13M4: Changed [SO] Primary goal condition so capturing the Missile Boat is tied to CARG Omega 1 finishing its docking procedure.
B13M4: Added new Primary Goal of destroying the container holding the Missile Boat after docking completed.
B13M5: Changed arrival condition of MUTR Z-200
B13M6: Increased AI skill of ATR Z-Omega and Z-Lambda
B13M7: Reduced AI skill of ISD Glory (1st appearance) to Veteran.
B13M7: Reduced AI skill of ISD Glory (2nd appearance) to Ace.
B13M7: Increased AI skill of FRG Maru Ki to Veteran.
B13M7: Increased AI skill of ATR Z-Omega 5 and 6 to Ace.
B13M8: Player and Wingman restored to 100% starting shields.
B13M8: Reduced AI skill of M/CRV Divine Wind to Rookie.
B13M8: Reduced AI skill of MUTR Z-500 2 to Officer.
B13M8: Reduced AI skill of T/A Alpha 2 and T/B Beta 1-6 to Ace.
B13M8: Increased AI skill of T/D Z-Delta 1-6, Z-Theta, Z-Zeta and Z-Iota to Ace.
B13M8: Fixed issue with backdrops causing problems with the destroy 75% of IFF Traitor goal.
TFTC Reimagined Missions
Battle 0 - Pilot Training
B0M3: Added an extra group of T/Bs to assist you in attacking C/CRS Target 6 so it doesn’t take so long to destroy it.
B0M3: Increased AI skill of T/B Gamma to Officer.
B0M3: Fixed issue with most of the enemy Z-95’s not launching from C/CRS Target 6.
B0M3: Updated target orders of all Z-95’s to engage all TIE Bombers, not just you.
B0M4: Fixed issue where Training Officer tells you about requesting reinforcements twice during inflight training.
B0M4: Reduced AI skill of A-Ws Red 1 and 2 to Veteran.
B0M4: Added new goal to destroy A-Ws Red 1 and 2 when they arrive.
B0M4: Goal to destroy L/CRS Liberty now only shows up after A-Ws Red 1 and 2 are destroyed.
Battle 1 - Aftermath of Hoth
B1M2: Fixed withdrawal conditions of all Rebel and Muugari fighters so they should now actually leave the area a short while after the ISD Hammer shows up.
B1M3: Fixed Primary goals reporting the wrong craft being destroyed (Rebel and Muugari Cargo ships were swapped around).
B1M3: Fixed orders of Y-W Gold and X-W Gold so they attack targets much sooner after they arrive.
B1M4: Added an extra wave of X-Wings, A-Wings and Z-95s on Hard difficulty (11 ships total).
B1M5: Added an extra wave of X-W Blue and A-W Green on Hard difficulty (5 ships total).
B1M5: L/FRG Slicer will arrive after 50% of the Players primary goal is achieved on Hard difficulty as opposed to 75% on Medium or Easy.
B1M5: Fixed issue where GUN Mu would not withdraw once Primary goal to destroy Rebel fighters was completed.
B1M6: Added far more X-Wings to the reinforcement wave that will attack the ATRs once they arrive. They will also have two waves. (18 ships total).
B1M6: Reduced ATRs Sigma and Omega to 100% shields.
B1M6: Increased AI skill of X-W Red to Veteran.
B1M6: Increased AI skill of A-W Green to Ace.
Battle 2 - The Sepan Civil War
B2M1: Added four more Ripoblus Escort Shuttles and four Cloakshape fighters to the final wave of enemy attacks on Hard difficulty (8 ships total).
B2M1: Fixed issue where TRN Epsilon doesn’t fly home when it should.
B2M2: Fixed missing inflight message not playing on mission start.
B2M4: Fixed issue where ACC Falaricae should arrive later in the mission instead of being present straight away. This will stagger enemy V-Wing appearances making the mission easier.
B2M4: All your wingmen will now stay on the battlefield until TRN Omega’s 1 and 2 have hyperspaced to safety.
B2M4: GUN Rho, if you called them in, will now leave when TRN Omega’s 1 and 2 have hyperspace to safety.
B2M5: Fixed issue where some TIE Bombers could end up attacking your own starships.
B2M5: Added reinforcement request wave of six TIE Interceptors. Two will escort the Player, the other four will engage enemy Y-Wings and other fighters.
B2M5: An additional wave of reinforcement request TIE Interceptors will arrive on Hard difficulty if the first wave is destroyed.
Battle 3 - Battle on the Frontier
B3M1: Adjusted arrival condition of the 2nd wave of Rebels so at least one container be inspected instead of an overall percentage of containers inspected. This should prevent Players exploiting this to make the mission too easy.
B3M1: Fixed goal issues with finding the right containers. The Player can no longer just find the exact required containers by pressing the O key.
B3M2: Fixed issue where victory message audio included a Classic line that shouldn’t be there.
B3M2: Added extra waves of X-Wings and Z-95s on Hard difficulty (13 ships total).
B3M2: Changed orders of T/I Eta to Protect instead of Escort.
B3M3: Streamlined all convoy arrival Primary goals into a single Primary goal.
B3M5: Minor adjustments to waypoints of all friendly capitals so they engage the Rebel fleet more directly if the fight drags on.
Battle 4 - Conflict at Mylok IV
B4M1: Fixed missing inflight message not playing on mission start.
B4M2: Multiple adjustments and streamlining of orders on all friendly craft. Containers should stay alive until inspection by the Player.
B4M2: Streamlined goal orders so all transport craft must be destroyed as a single goal.
B4M3: Changed Player squadron to TIE Interceptors and swapped Beta group to TIE Bombers. This should make the mission more fun especially as we don’t often fly around in an Interceptor. Briefing and audio updated to reflect this change.
B4M4: Numerous AI skill changes made to both sides to improve the flow of battle and make sure the Nharwaak aren’t wiped out so quickly.
B4M4: Added a 3rd Nharwaak YT-1300 and changed all Nharwaak YT-1300s to have escort orders on the Corvettes.
B4M4: Fixed issue where Habeen fighters would shoot friendly TIEs when they shouldn’t.
B4M4: Fixed issue where FRG Lendova would hyperspace out after all hostiles were destroyed.
B4M5: Removed options to use Torpedoes, Space Bombs and Heavy Rockets so you can’t cheese the FRG Xerxes so easily.
B4M5: Removed protect order on FRG Lendova, changed to attack order.
B4M5: Added two extra T/Is to the reinforcement request. T/I Alpha’s 5 and 6 have orders to Escort the Player and will respond to orders.
B4M5: Reduced AI skill of A-Ws Blue 3-4 to Veteran.
B4M5: Reduced AI skill of A-W Blue 5 to Ace.
Battle 5 - Battle for Honour
B5M1: Fixed issue where all Harkov capital ships were still IFF Imperial, causing their own fighters to attack them.
B5M1: Fixed issue where you could dock with the VSD Protector. Harkov doesn’t want you back!
B5M1: Fixed issue where Gamma’s 2 and 3 would respond to your orders. Hot shot pilots like yourself should not be able to give them orders!
B5M2: Fixed duplicated BONUS goal issue with defeating the Pirate raiders.
B5M3: Added attack orders to Harkov and Rebel fleets should the Player decide to go up to the fleet rather than destroying the convoy. Previously they had no orders so would not attack you.
Battle 6 - Arms Race
B6M1: Fixed issue where L/FRG Catalyst would not hyperspace out with ESC Hininbirg and L/FRG Corax.
B6M2: Added cargo text ‘Admiral Zaarin’ to ISDII Glory.
B6M3: Reduced AI skill of all Rebel Medium Transports to Rookie.
B6M3: Adjusted arrival conditions of YT-1300 Lucky Day and TRN GEC U47 to stagger their appearances a bit more making it a bit easier for the Player to try and grab them.
B6M3: Added TRN Sigma, a two ship flight that will launch from the ESF Inferno if all ATRs are lost. They will take over the role of capturing the stations.
B6M3: Hidden prevent goal added if all transports are lost as you will be unable to capture the stations.
B6M4: Changed IFF colour of Nami forces from Blue to Purple.
B6M4: Fixed issue where ISDII Glory had the incorrect skin applied.
B6M4: Swapped two M/CRVs for the new Raider Corvette in the Omar system.
Battle 7 - Treachery at Ottega
B7M1: The use of torpedoes, rockets and bombs has been removed from the Player so you can’t cheese it by killing the Rebel Cruiser to clear the mission easily.
B7M1: Added 16 more Rebel fighters to the enemy forces (12 X-Wings, 4 A-Wings, Ace AI) on Easy and Normal difficulties. They will help to ensure the Player should not run out of fighters to shoot at before Vader's forces arrive and increase the challenge. This group will NOT arrive on Hard difficulty.
B7M1: T/A Beta’s 7 through 12 and T/I Iota’s 5 through 12 will NOT arrive on Easy difficulty (reduces friendly strength by 14 ships). This is to ensure that your allies don’t wipe out the Rebel fighter fleet too quickly and ensure the battle lasts until Vader's forces arrive.
B7M1: Reduced shield strength of M/FRG Osprey to 100% (was 200%). It was too easy for the ship to survive on lower difficulties.
B7M1: Fixed arrival conditions of Zaarin’s fleet to ensure it can only arrive once Vader’s fleet is on the field and not before.
B7M1: Fixed issue where R/CRS Warhawk, A/FRG Intrepid and all remaining Rebel fighters would not withdraw if INT Harpax is destroyed.
B7M2: The use of torpedoes, rockets and bombs have been removed from the Player so you can’t cheese the enemy starships so easily.
B7M2: Fixed issue where ISD Devastator would go into Hyperspace after mission completion.
B7M2: Fixed issue where some of T/A Z-Alpha would sit at 0% throttle not attacking.
B7M3: Fixed issue created by the v1.1 patch which caused all Decimator ship AI to jump to Ace level when they should be much lower. This caused the mission to become impossibly hard and unwinnable.
B7M3: Added extra waves T/A’s battling friendly TIE’s around Zaarins main fleet, this should ensure the battle continues and gives someone something to shoot at until Zaarins fleet fully retreats.
B7M3: Minor adjustments to Zaarins fleet positions and increased their speed from 4 to 7 MGLT. This should mean the fleet looms closer and feels more threatening as the mission progresses.
B7M3: All Zaarin fleet ships should hyperspace away sooner instead of hanging around for too long.
Battle 8 - Strategic Warfare
B8M1: Added Zaarin controlled ISD and several TIE squadrons to arrive if both enemy M/FRGs are destroyed. This is meant to force the Player to withdraw with overwhelming odds.
B8M2: Fixed issue where if some of the mission critical freighters escaped, it would not cause mission failure. Prevent condition regarding this has been removed as it is now tied to the disable goal.
B8M2: Replaced Arquitens cruiser Z-Hunter with a Raider Corvette.
B8M3: Numerous adjustments to all GUN Tau waypoints so hopefully they don’t end up crashing into ZA-13 stations and destroying them.
B8M5: The use of torpedoes, rockets and bombs have been removed from the Player so you can’t cheese the enemy starships so easily.
Training Scenarios
Fixed issue where two of the T/I training missions weren’t showing up.
Removed the double numbering as example 'Alpha 1 1' from all craft in numerous missions.
Flight groups now have flight numbers (e.g.: Alpha 1, Alpha 2) in multiple missions.
TIE Fighter Training
T1M1: Alterations to some message delays.
T1M1: Reduced AI skill of bonus X-Wing and Z-95 combat groups to Veteran.
T1M2: Reduced AI skill of A-W Blue to Veteran.
T1M2: Changed Player to number 2 craft.
T1M2: Y-W Gold 1 now has Heavy Rockets.
T1M2: Changed arrival conditions of TRN Upsilon.
T1M2: All TRNs and Heavy Lifters given fly home orders.
T1M3: Reduced CRV Perfect AI to Officer.
T1M3: Reduced AI skill of GUNs, Nu, Mu and X-W Gold to Veteran.
T1M3: GUNs Mu and Nu will now arrive when Player requests reinforcements.
T1M4: Reduced AI skill of A-W Gold to Veteran.
T1M4: Reduced AI skill of GUNs, Tau, Mu and Nu to Ace.
T1M4: Reduced AI skill of CRV Astin 2 to Officer.
T1M4: GUNs Tau, Mu and Pi will now arrive when Player requests reinforcements.
T1M4: Changed arrival conditions of Z-95 Blue, A-W Gold (all difficulties) and X-W Blue.
T1M4: Changed mothership of T/B Zeta and Eta to ISD Punisher.
TIE Interceptor Training
T2M1: Changed waypoints of SHU Yagmar.
TIE Advanced Training
T5M1: Removed the double numbering as example 'Alpha 1 1' from all craft.
T5M1: Changed starting position of TUG C.M. Cadiy.
T5M2: Changed Player to number 2 craft.
T5M2: Added PLT/1 Training in Region 2 and set as the Players mothership.
T5M2: Added Hyperbuoy to Region 2 once all goals are completed so Player can return home.
T5M2: Changed X-W Red arrival conditions.
T5M2: Changed several message trigger conditions.
T5M3: Changed orders of T/A Alpha 2.
T5M3: Changed arrival conditions of GUN Tau.
T5M3: Changed arrival conditions of T/B Eta, Zeta and Gamma.
T5M3: Changed mothership of T/B Eta 1 to FRG Lightning.
T5M4: Changed several message trigger conditions.
T5M4: Reduced T/A Alpha 2 to a two ship flight group.
T5M4: Changed orders of T/A Alpha 2.
T5M4: Reduced AI skill of T/F Gamma and T/I Beta to Veteran.
T5M4: Increased AI skill of X-W Red, Y-W Gold, A-W Blue to Ace.
T5M4: Changed arrival conditions of Y-W Red, B-W Blue (all difficulties) and A-W Blue (all difficulties).
TIE Defender Training
T6M1: Added ISD Punisher to Region 2 and set as the Players mothership.
T6M1: Added Hyperbuoy to Region 2 once all goals are completed so Player can return home.
T6M1: Fixed mission briefing so it doesn’t skip or repeat any lines.
T6M1: Removed a line from the briefing regarding shutting down engines after Player requests a boarding.
T6M2: Reduced AI skill of SPC Nemset to Rookie.
T6M2: Reduced AI skill of ATR Sigma’s 1 and 2 to Officer.
T6M2: Adjusted speed of SHU Poltroons 2nd and 3rd orders.
T6M3: Added ISD Punisher to Region 2 and set as the Players mothership.
T6M3: Added Hyperbuoy to Region 2 once all goals are completed so Player can return home.
T6M3: Reduced AI skill of CRV Slasher to Officer.
T6M3: Reduced AI skill of TRN Omega 1 to Veteran.
T6M3: VSD Elite will now arrive when Player requests reinforcements.
T6M4: Reduced AI skill of M/CRVs Burk and James to Officer.
T6M4: TRNs Dawn and GUN Mu 1 will now arrive when the Player requests reinforcements.
T6M4: Changed trigger condition of one message.
Missile Boat Training
T7M1: Added ISD Grey Wolf to Region 2 and set as the Players mothership.
T7M1: Added Hyperbuoy to Region 2 once all goals are completed so Player can return home.
T7M1: Changed orders of TUG E 2 to Circle Waypoints.
T7M1: Added Prevent goal so at least one TUG must complete its mission or mission fails.
T7M1: Removed CUV Arjun Jr from Players radio.
T7M2: Reduced AI Skill of ATR Z-Omega, CTRNS Silver Bull and DSMF SpecWar Fab to Officer.
Version 1.1 - 19/07/2021
General Changes
Added two new MIDI Soundtrack options: Soundblaster AWE32 and Gravis Ultrasound (GUS). You can select them from the Babu Frik Configurator along with the Roland SC-55 and Remastered soundtrack options.
Updated the Roland SC-55 Concourse track to match the other three as it was playing a different track.
Buffed Missile Boat maneuverability to match that of the TIE Advanced. This should make it feel more like the OG version in terms of how it flies.
Added the ability to choose your warhead loadouts when starting a mission in the hangar or returning to the hangar mid-flight. This affects all missions that assign warheads to the Player.
Added a verbose message that will display when landing gear is down and s-foils are closed if the Player attempts to fire. The message will include the shortcuts for both actions.
Restored the file ExplosionSparks1.wav with the base XWA/XWAU version as it causes annoying overlaps when played repeatedly causing that electrical buzzing sound.
Restored the target locked sound with the default XWAU one.
Updated Pilot rank progression point requirements, now includes Rear-Admiral (final rank) which was missing.
The MC80 Reef Calamari Cruiser has had its weapon systems rebalanced. It's not quite as deadly now. This ship only appears in the Reimagined campaign.
The following Classic missions have received balanced changes after feedback from the community: B0M1, B1M5 (Hard), B1M6, B2M2 (Hard), B3M3 and B4M1. See below under the TFTC Classic section for more details.
The following Reimagined missions have received balance changes after feedback from the community: B0M1, B1M2, B1M5, B2M2, B2M3, B2M5, B4M2, B4M4, B7M1, B7M2 and B8M5. See below under the TFTC Reimagined section for more details.
General Fixes
Fixed issue with TIE Bomber having S-Foils. This caused problems in tutorial B0M3 Classic and Reimagined when the Player respawns after being destroyed and then being unable to fire.
Fixed issue where Medium Transports were unarmed. They should be armed which affects Reimagined missions B3M1 and B6M3.
Fixed issue where unusually high numbers of combat points were being awarded for killing certain flight groups across multiple missions.
Fixed several spelling errors, typos and lore errors for both Classic and Reimagined.
Fixed numerous missions that had a spinning white Imperial logo when it should be blue.
Fixed some spelling errors in briefings and mission titles in several missions for both Classic and Reimagined.
Fixed issue where Proving Ground inflight message audio would not play.
Fixed issue where multiple items in the Pilots Room in Reimagined had incorrect descriptions assigned to them.
Fixed issue where you were unable to target incoming torpedoes with the ‘i’ key in some missions.
Fixed issue that could cause the first rank of the Secret Order to be awarded in Reimagined B1M1 when it should be B1M2 that you first attain the rank (at a minimum).
Fixed issue where Rebel owned Stormtrooper Transports and Shuttles fired green lasers at you when they should be firing red.
Fixed a duplicate entry in the Credits cutscenes
Fixed issue where some of the new ships added to TFTC had no icon in the inflight map.
TFTC Classic
Fixed issue with Mission Craft list being empty during briefings in the following missions: B0M2 (Updated), B2M1, B2M4, B2M5, B4M1, B4M2, B5M2, B5M3, B5M4, B5M5, B6M1, B6M2, B6M3, B6M4, B7M2, B7M3, B9M6.
B0M1 (Classic & Updated): Reduced AI skill of all the subsequent Z-95/X-Wing group waves to Veteran after completing primary goal.
B0M4 (Updated): Added inflight messages and audio after you are destroyed to explain to the Player how to use the Landing Gear and S-Foils shortcuts
B0M4 (Updated): Re-recorded audio telling you to switch to Ion cannons with ‘X’ key when it should’ve been the ‘W’ key.
B0M4 (Updated): Fixed text error on victory debriefing.
B1M2: Reduced AI skill of T/Fs Beta and Gamma.
B1M4: Adjusted flight path of M/FRG Fogger and Player Wingmen to avoid potential collision issue when following their waypoints towards the end of the mission.
B1M5: Fixed issue where TRNs Modd and Leven were unable to deploy their assigned mines.
B1M5: Reduced AI skill on B-W Gold and A-W Red on Hard difficulty.
B1M6: Altered arrival conditions and AI skill on X-Wing and Y-Wing flight groups that appear only on Hard difficulty.
B1M6: Changed orders on GUN Tau 2 to escort Player
B1M6: GUN Mu 1 given 200% shields and given a wait order to account for the Player having to hyperspace in
B1M6: Reduced AI skill of some mines
B1M6: Reduced AI skill of X-W Blue and altered its arrival condition time
B1M6: Changed set speed of Guns Nu and Mu
B2M1: Ripoblus shuttles have a separate Hard mode version which accounts for how they deal with the Dimok M/CRV. This should balance things better on Hard difficulty for them.
B2M1: Buffed CNVYR Asbo to 200% shields for greater survivability
B2M1: Moved the starting point of the convoy back slightly
B2M2: Reduced AI skill of M/FRG Dromon
B2M2: Buffed VSD Protectors hitpoints by 30%
B2M4: Changed arrival conditions of the 3rd wave of Z-95s so Player is less likely to be overwhelmed
B2M5: Fixed issue where if all 3 ships in a T/A flight group were destroyed, the next group would not spawn in making it impossible to complete the mission.
B2M5: Fixed issue where ESC Tropsobor would not enter hyperspace after all T/As had completed their mission, which could cause mission failure.
B3M3: T/F Alpha 2 given escort order to Player
B3M3: Reduced many ships both friendly and enemy to half missiles so the battle lasts longer. We felt it was too easy and quick to destroy both FRG Huntress or M/FRG Ludwick.
B3M3: Reduced AI skill of A-W Gold 1 (Hard).
B3M4: Made some waypoint and speed adjustments to M/FRG Ludwick to try and avoid potential collisions with friendly fighters causing its destruction.
B3M4: Fixed issue where VSD Stalwart would attempt to hyperspace away after the end of the mission.
B3M5: Fixed issue where some Shuttles were firing endless amounts of torpedoes when firing their lasers.
B4M1: Removed flight group Z-95 Red 1. Redistributed these lost ships into Z-95 Gold instead as an additional ship in its flight group of which there are 5 waves.
B4M1: Reduced Z-95 Gold AI skill
B4M1: Reduced AI skill of TF Beta and Gamma.
B4M1: Increased M/FRG speed on its first waypoint order
B4M1: Removed concussion missiles Y-W Red and Y-W Gold
B4M1: Increased arrival delay on Y-W Yellow to 30 seconds.
B4M1: Fixed attack orders on T/B Eta
B4M1: Adjusted hyperspace exit vectors for CARG Stimner and Vernack so they don’t collide with each other or the M/FRG Shamus
B4M4: Slightly altered the Players starting position to avoid potential engine wash damage from the M/FRG Shamus.
B6M3: Changed X-W Blue to have half missiles.
B6M3: Adjusted speed of FRTs Anterab and Degathem to 9 mglt faster and moved their hyperspace exit vector closer. This should reduce the waiting time a little on this mission.
B6M4: Fixed issue where ISD Glory would target the Y-Wings you need to capture, potentially causing mission failure.
B9M1: ATRs Omega 5 and 6 buffed to 200% shields to give them a better chance to dock with the platform.
B9M5: Altered flight path of R-41 Dhlovo so it doesn’t fly into M/CRV Hashim 1 potentially destroying it and causing mission failure.
B9M6: Fixed Prevent condition, it should be CARG Mssan 1 not M/CRV Hashim 1 that has to survive.
B10M4: Adjusted start position of GUN Mu and are now two waves instead of a single wave so it should have a better time of disabling STRKC Nuance.
B11M4: Fixed issue where several T/Fs and T/Is started far out in deep space instead of being launched from friendly Strike cruisers.
B12M7: Reduced the threshold of the destroy Rebel fighters condition from 50% to 33% due to a potential issue with not enough Rebel fighters spawning in due to the branching Starship arrival conditions of this mission which would mean the Player could not complete the mission.
B13M2: Fixed issue where ATR Omega could crash into the wing of VSD Zeplin as it finished its docking causing mission failure.
B13M2: ATR Omega boosted to 200% shields for greater survivability against enemy A-Wings.
B13M2: Changed B-W Red to half missiles.
B13M7: Fixed issue where you could sometimes fail the mission if one of the escape shuttles completed its mission after you completed your other main goals.
B13M7: Fixed issue where CRV Vorknkx could fly into ASTHAN To Phalion and destroy itself.
B13M7: Fixed some issues with attack orders and conditions relating to splitting the Player flight group up.
TFTC Reimagined
Fixed issue with Mission Craft list being empty during briefings in the following missions: B1M1, B1M2, B1M3, B2M1, B2M2, B2M3, B2M4, B2M5.
Fixed an email regarding your transfer to the VSD Protector appearing too early (before you completed B1M6).
B0M1: Reduced AI skill of all the subsequent Z-95/X-Wing group waves to Veteran after completing primary goal..
B0M4: Added inflight messages and audio after you are destroyed to explain to the Player how to use the Landing Gear and S-Foils shortcuts.
B0M4: Re-recorded audio telling you to switch to Ion cannons with ‘X’ key when it should’ve been the ‘W’ key.
B0M4: Fixed text error on victory debriefing.
B1M1: Fixed issue where your wingmen would clip into each other when exiting the hangar on mission start.
B1M1: Rotated PLT/1 D-34 so its accessible hangar is facing the Player’s direction for the mission. Should reduce some confusion in trying to find the correct hangar to dock to until landing lights are added to the model.
B1M1: Reduced speed of NDB Cinder once it is inspected so the TRNs are able to keep up and disable it.
B1M2: Rotated PLT/1 D-34 so its accessible hangar is facing the Player’s direction for the mission. Should reduce some confusion in trying to find the correct hangar to dock to until landing lights are added to the model.
B1M2: Lowered AI skill of Rebel X-Wings and Y-Wings. This should make them less accurate and easier to avoid their strafing runs on you. It also means they shoot their torpedoes a little later.
B1M2: Added a Reinforcement Request option (SHIFT+S) , this will spawn in 4 TIE Interceptors that have 2 additional waves. They will primarily target Rebel ships.
B1M2: Buffed the CRVs Ubote 1-5 hitpoints by about 40%. They need to be a bit tankier to last long enough for the ISD Hammer to arrive and blow them up.
B1M2: Fixed issue where X-W Derk would target Rebel ships, including SHU Scutz which could cause mission failure if they destroyed it.
B1M2: Fixed issue where GUN Nu 1 would immediately fly home once arriving late in the mission.
B1M5: Moved all starting Rebel fighters further away from the cruisers and closer to the hyper entry point. Also added 5 more fighters (2 A-Wings and 3 X-Wings) to this initial engagement to keep your friendlies away from the cruisers for a longer period. The subsequent reinforcement waves have also been adjusted slightly so they come sooner. This should change the dynamic of the battle enough that only towards the end will your Gunboat allies start dropping left and right as they get too close to the cruisers.
B1M5: 3 more X-Wings added to the battle when GUN Nu arrives on the scene.
B1M5: Altered skill levels of some Rebel ships, a couple lower, some higher.
B1M5: Added an extra 4 Gunboats to Rho squadron (reinforcement request wave). This brings it to 12 total Gunboats that can reinforce you.
B1M5: Fixed issue where TRNs Modd and Leven were unable to deploy their assigned mines.
B1M5: Fixed some waypoint/pathing issues of various ships around D-34 in Region 1.
B1M6: Fixed some waypoint/pathing issues of various ships around D-34 in Region 1.
B2M2: Fixed issue where most friendly TIEs would end up sitting still due to 0% throttle on one of their orders.
B2M2: Added a squadron of Z-95’s to Ripoblus attack force. They will be near the first M/CRV and engage the Players squadron and other TIEs
B2M2: Added 2 extra Cloakshape Fighters for the Ripoblus
B2M2: RLD Dromon will appear when 33% of Ripoblus are destroyed OR the container is inspected. (Previously it was the same except it was an AND condition)
B2M2: Changed primary goal condition to be tied to RLD Dromon's destruction rather than a percentage of IFF Ripoblus destroyed.
B2M2: Reduced PLT/1 Youst to Rookie AI.
B2M2: ATR Sword will no longer immediately try to hyperspace out and will instead attack PLT/1 Youst.
B2M2: All Imperial TRNs have had their AI skill raised and shields set to 200% for better survivability
B2M2: Removed duplicate Torpedo option in the hangar
B2M2: Added a wave of Gunboats from Mu squadron who will arrive along with TRN Epsilon to help disable PLT/1 Youst.
B2M3: Reduced first wave of Y-W/Bs from Ace to Veteran AI.
B2M3: Fixed issue where BONUS goal for SHU Nazaar would not complete.
B2M4: Fixed incorrect attack orders on GUNs Nu 5 and 6 as they were targeting and destroying SHU Pantele causing mission failure.
B2M4: Fixed attack orders on all Gunboats from Z-95s to V-Wings. This is because we changed the Z-95’s in the mission to V-Wings very recently but forgot to update their attack orders
B2M5: All Y-Wing/Bs removed and replaced with normal Y-Wings. Though we heavily nerfed the rear turret before, we acknowledge this is just more frustrating than fun to play against in such a large engagement in a paper thin TIE Fighter.
B2M5: Additional Y-Wing squadron from the Ripoblus has been added. This is because removing the Y-Wing/Bs had a knock on effect on the mission difficulty, so you could essentially do nothing and still win.
B2M5: Added prevent goal on SHU Omlaut so if you decide to destroy it, you fail the mission.
B2M5: Several changes to several FG AI skills and some fixed orders or changed target priorities.
B2M5: Streamlined Prevent goals into a single goal (All Imperial starships must survive).
B3M1: Fixed issue where all the Heavy Lifters would respond to Player commands.
B3M1: Altered primary goal so you only need to find the the station parts.
B3M4: Changed arrival condition of SHU Shakker so that it launches when CRVs are at 0% shields instead of 25% hull. Should give it time to launch and escape before the CRVs destruction.
B3M4: Removed ‘Thrawn’ cargo from M/CRV Horvus 2
B3M4: Fixed issue where VSD Stalwart would attempt to hyperspace away after the end of the mission.
B3M5: Fixed issue where M-CRV Gespen would try to enter hyperspace even though the INT Tormentor is still present.
B4M1: Changed T/B Eta and Psi orders from Protect to Escort due to potential friendly fire incidents.
B4M1: Adjusted hyperspace exit vectors for CARG Stimner and Vernack so they don’t collide with each other or the M/FRG Shamus
B4M2: Reduced Gun Platform AI to rookie.
B4M2: Added a couple of extra waves of friendly T/Is and T/Bs from existing flight groups.
B4M2: Updated attack orders on all friendly ships so they shouldn’t leave you alone with enemies still left on the field.
B4M2: Re-recorded inflight line which referred to you as Alpha 2 when you’re actually Alpha 1
B4M3: Moved attacking Y-Wings start point further back and gave a couple of them only half missiles.
B4M4: Updated protection orders to reduce over-zealous AI firing on friendlies due to a stray friendly fire shot.
B4M4: Added reinforcement request wave that will concentrate on attacking Y-Wings. Two waves of 4 T/Is.
B4M4: Reduced AI skill of enemy YT-1300s.
B4M4: Buffed SC/2 Habeen Prime hitpoints by 35%.
B4M5: Fixed issue with low orbit backdrop in Region 1 showing incorrect pole textures.
B5M1: Fixed VSD Protector showing up as a friendly craft.
B6M2: Fixed issue where you couldn’t dock with IRC T/D Research Base.
B6M4: Added extra line of dialogue when arriving at the T/D Research Base telling the Player to standby for T/D Kappa to launch.
B7M1: Added a reinforcement request wave for the Player of two waves of four T/As. They will also accept orders from the Player.
B7M1: Buffed INT Harpax hitpoints by 20%
B7M2: Buffed ISD Devastator hitpoints by 20%
B7M2: Re-recorded line in the main briefing that referred to you having three wingmen when you actually have five. Have also removed a reference to Vader flying with you at the start as he only does that later in the mission.
B7M3: Fixed issue where ATR Escape circled around the docking hangar of the VSD Stalwart for a couple minutes before docking.
B8M5: T/B Z-Iota 1 now have half missiles.
B8M5: Reduced T/B Z-Iota 5 from a 4 ship flight to a 2 ship flight (two waves so a total reduction of 4 ships)
B8M5: Reduced T/A Z-Delta 5 from a 4 ship flight to a 3 ship flight (three waves so a total reduction of 3 ships)
B8M5: Fixed issue where enemy fighters were attacking the hyperbuoy towards the end of the mission.
B8M5: Fixed issue where enemy bombers would mill about doing nothing after VSD Stalwart escapes. They will now attack the Player or any other remaining friendlies.
B8M5: Altered hyperspace exit vector so you don't almost hit the FRG Thrasher or suffer engine wash damage (if it survives).
Training Scenarios
T1M1 (T/F): Reduced AI skill of all the subsequent Z-95/X-Wing group waves to Veteran after completing primary goal.
T1M1 (T/F): Moved starting containers further away from the Player so when playing this in Reimagined, the explosion splash damage will not kill the Player (assuming they remain stationary).
T2M2 (T/I): Fixed incorrect goal text regarding Z-95s.
T6M1 (T/D): Fixed issue where killing the containers spawning their respective craft would cause all such craft to withdraw from the area. The containers are now invincible.
T6M1 (T/D): Moved container for the TIE Defenders to a different position because of the gimbal lock problem when facing the ‘poles’ of the map.
T6M4 (T/D): Fixed issue where Rebel Escort Carriers were firing green lasers.
T7M1 (MIS): Fixed incorrect goal text when failing to destroy all containers.
Version 1.0 - 02/07/2021
Public Release of TFTC.