TFTC v1.2 Changelog
TFTC v1.2 Changelog
TFTC v1.2 Changelog
2 - Classic Overhaul
Patch Notes
Full patch notes for TFTC v1.2. 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).
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!
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.
● 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.
● Using the film room to record something and then playing back can cause the game to crash.
This is an unfixable issue currently due to the differing versions of TFTC. We advise you use
modern capture software if you want to film something such as Fraps, Shadowplay or others.
● 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.
● When entering the Simulator room on a new, clean pilot, you will see the Tour of Duty button is
enabled and it will shows a repeated ‘Mission 1’ image for the training. This will disappear after
you complete your first actual campaign mission.