(request) FREEDOM WARS Remastered

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Im DooM
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Re: (request) FREEDOM WARS Remastered

Post by Im DooM »

VampTY wrote:
Sat Jan 18, 2025 7:09 am
Was reading just now.. i did said i didn't played much, i'm still al stage 4 on level 1.

Want me to do one hit kill?
Why not do like. Easy part break?
I dunno if this possible because I kind of remember God eater 3 or Monster hunter World about cheat that : Easy part break

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budboy
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Re: (request) FREEDOM WARS Remastered

Post by budboy »

Oldman_Next_door wrote:
Sat Jan 18, 2025 2:51 am
Fallenleader wrote:
Fri Jan 17, 2025 6:01 pm
The one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.

Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.

The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.

I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.
If you want to increase the damage output, there are several means.
To increase the damage output of the weapon itself, make it a mutated weapon and select “Power” under “Variant Type. Next, set the “Variant Effect Value” to “0,” and the weapon's power value will be corrected with a yellow letter, which is a very large positive correction.

The second way to increase damage output is still to use a module.
For example, if you add a module that increases power (small) and set the module's “Effect Value” to “500000000”, you will have a weapon with tremendous firepower.
Also, if you add a module that increases the power of all attributes (small) and set the module's “Effect Value” to a ridiculous value, that value will be reflected as it is in the value of all attributes.
I have also confirmed that with these equipped, it is possible to amputate with a single blow.

As I mentioned in my post, most of the modules in this game manage the strength in the module name and the actual strength separately, so even if the strength in the name is (small), it is possible to make it crazy and outrageous firepower!
Yeah, adding a power module with like 1m damage + a fire speed module with 1m fire rate on an already full auto weapon is hilarous :D

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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

budboy wrote:
Sat Jan 18, 2025 10:40 am
Oldman_Next_door wrote:
Sat Jan 18, 2025 2:51 am
Fallenleader wrote:
Fri Jan 17, 2025 6:01 pm
The one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.

Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.

The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.

I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.
If you want to increase the damage output, there are several means.
To increase the damage output of the weapon itself, make it a mutated weapon and select “Power” under “Variant Type. Next, set the “Variant Effect Value” to “0,” and the weapon's power value will be corrected with a yellow letter, which is a very large positive correction.

The second way to increase damage output is still to use a module.
For example, if you add a module that increases power (small) and set the module's “Effect Value” to “500000000”, you will have a weapon with tremendous firepower.
Also, if you add a module that increases the power of all attributes (small) and set the module's “Effect Value” to a ridiculous value, that value will be reflected as it is in the value of all attributes.
I have also confirmed that with these equipped, it is possible to amputate with a single blow.

As I mentioned in my post, most of the modules in this game manage the strength in the module name and the actual strength separately, so even if the strength in the name is (small), it is possible to make it crazy and outrageous firepower!
Yeah, adding a power module with like 1m damage + a fire speed module with 1m fire rate on an already full auto weapon is hilarous :D
In Star Wars Battlefront Renegade Squadron, we had a Gatlin gun weapon. Someone made a cheat that turned the already fast fire rate into what I would describe as GAU-8/A Avenger from a warthog. Made for some serious giggle fits. With a fast run cheat, you just ran around the map spewing absurd amounts of damage. IDK why, but I still have fond memories of this, especially later on when someone in online pvp started doing similar and we all just enabled cheats for the match running around spewing rapid fire weapons. It was chaos and I loved every bit of it.

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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

VampTY wrote:
Sat Jan 18, 2025 7:09 am
Was reading just now.. i did said i didn't played much, i'm still al stage 4 on level 1.

Want me to do one hit kill?
-----------------
EDIT: Look for the updated table! :P
One hit kill would be a nice to have option, but this game already has the cheats imo to deal damage fast enough to make this moot, especially if you pump out 10,000 rounds a second.
Having the ability to weak the values of a weapon that persist would be more useful, as you can tailor create a weapon to make some aspects of the gameplay less painful.

On the Vita, it was possible to craft a Damascus blade to deal high severing damage, making online co-op high difficulty farming doable. With the changes in the remaster, it's nearly impossible to max out a blade to sever parts, making shooting them off basically mandatory. Up to about code 6, severing parts is fairly easy, but after it gets exponentially difficult, and these materials will be necessary to upgrade end game weapons.

Oldman_Next_door made a cheat table that would do a lot of what I mentioned, but between being unable to read Japanese, unable to figure out how to use the table, and things I did try to do never seeming to work, I wasn't able to get things working. Not to sound unappreciative, I think it's awesome, just sadly couldn't get it working.

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Re: (request) FREEDOM WARS Remastered

Post by slackingcat »

He also posted an updated table in English, that one works great for me.

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Re: (request) FREEDOM WARS Remastered

Post by VampTY »

OHK was added though today, i've just updated with Endurance [Accessory/User]...read info provided at the table.I finally made it to stage 5 on level 1 :lol: and i've played another stage from a saved game shared here on this tread and that was it.On that script for ohk you can modify the value of "0" in like "100000" or something, depends on robots, their meter lives increase per level, then enable it and see if the enemy is ok with the life gauge now, then disable and finish it properly, or not, just go with with.It works also for partners.

I guess now is more easy, have fun! :P

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Oldman_Next_door
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Re: (request) FREEDOM WARS Remastered

Post by Oldman_Next_door »

Hello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.

We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.

The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

Oldman_Next_door wrote:
Sun Jan 19, 2025 1:38 am
Hello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.

We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.

The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
it's basically god mode now... aside from high recoil.
This is honestly fun as heck to play.
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Re: (request) FREEDOM WARS Remastered

Post by Link20 »

Fallenleader wrote:
Sun Jan 19, 2025 2:20 pm
Oldman_Next_door wrote:
Sun Jan 19, 2025 1:38 am
Hello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.

We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.

The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
it's basically god mode now... aside from high recoil.
This is honestly fun as heck to play.
Image
Gotta learn how to use that

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Oldman_Next_door
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Re: (request) FREEDOM WARS Remastered

Post by Oldman_Next_door »

Fallenleader wrote:
Sun Jan 19, 2025 2:20 pm
Oldman_Next_door wrote:
Sun Jan 19, 2025 1:38 am
Hello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.

We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.

The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
it's basically god mode now... aside from high recoil.
This is honestly fun as heck to play.
Image
If you're using Barbara, Variants are recommended for ammo count rather than damage value.
Set the Variant effect value to '4294967271' or '-25' if signed, and you'll get an insane amount of ammo!
I believe you can go without cheats, no need to reload, and no need to worry about recoil
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Oldman_Next_door
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Re: (request) FREEDOM WARS Remastered

Post by Oldman_Next_door »

Sorry, but I still find Barbara's recoil troublesome... :(
Barbara is good, but I found the EZ Katze, which can achieve unbelievable firing rates with added rate of fire, to be much easier to use :P

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budboy
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Re: (request) FREEDOM WARS Remastered

Post by budboy »

Oldman_Next_door wrote:
Mon Jan 20, 2025 2:53 am
Sorry, but I still find Barbara's recoil troublesome... :(
Barbara is good, but I found the EZ Katze, which can achieve unbelievable firing rates with added rate of fire, to be much easier to use :P
Add in an insane effective range and your all set :D

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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

Curious now if we can tweak fire rate itself. Still would laugh my butt off if I had a sniper with absurd ammo firing like a frigging Gatlin.
At this point I am just killing my sentence to have an excuse for playing.
Finished the game on my clean save a while ago and haven't cared to try to zero things out. Cheating in a dirty save is more something to do at this point.
I will honestly say I hope they get things fixed soon for online, and that it does work well enough these wacky requests don't bleed into PVP.
If they do, it won't bother me at all to whip out a Gatlin sniper to combat it, reminisce of the great SWBF RS days

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Re: (request) FREEDOM WARS Remastered

Post by kamikaze00007 »

@VampTY thanks for the table. I've been trying to use it and am encountering some snags so I'll just report this here as a tester.

1. The max item codes work and they give me 999 of available items in my inventory accordingly per tab, but the game seems to not consider the 999 cap and adds another stack of the item if I get drops of the same item from a mission. I end up having multiple stacks of 999 of the same item and I have to discard/sell them all off to prevent inventory getting full of multiples.
2. For the 999 Weapon Module option, it makes it super time-consuming to scroll and look for the mod you want to equip because each single module of that 999 is listed separately in the Module equip menu as one entry.
3. Not really an option in the table now but rather a request. Does anybody have a code for Citizens so they don't get "consumed" after using the factory to craft something?

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Re: (request) FREEDOM WARS Remastered

Post by Fallenleader »

kamikaze00007 wrote:
Mon Jan 20, 2025 11:56 pm
@VampTY thanks for the table. I've been trying to use it and am encountering some snags so I'll just report this here as a tester.

1. The max item codes work and they give me 999 of available items in my inventory accordingly per tab, but the game seems to not consider the 999 cap and adds another stack of the item if I get drops of the same item from a mission. I end up having multiple stacks of 999 of the same item and I have to discard/sell them all off to prevent inventory getting full of multiples.
2. For the 999 Weapon Module option, it makes it super time-consuming to scroll and look for the mod you want to equip because each single module of that 999 is listed separately in the Module equip menu as one entry.
3. Not really an option in the table now but rather a request. Does anybody have a code for Citizens so they don't get "consumed" after using the factory to craft something?
1 is normal behavior. That said the ability to define max value would prevent a new stack and still give more than enough. Default of 800 will give you the ability to gain 199 per mission before a new stack is a problem, and the cheat SHOULD decrease it back to 800 to remain comfortable.
2 is also the same. The devs never anticipated anyone having egregious amounts of mods for weapons, so capping it to a defined value would be nice, default of 10 would be ideal.
3 is likely going to work a bit more different than you expect. Each citizen is considered a single consumable. Would be better if codes were made here like the weapon codes that allow you to tweak the values to whatever tier you need, as running a few missions would regain you template fodder. That said having the weapon mod codes pretty much eliminates the need for citizens altogether, as you can basically unlock all augment slots with it, tweak mods to be absurd values, and even for the player augments you have the ability to get absurd item amounts, just need to farm them once.

That being said, I have thought of another request that would be nice, and that is increasing the maximum augment value cap. Currently you can apply up to 5 or 6 (i forget the exact amount) per character, but the maximum point value generally means that you might use 3-4 at most. You unlock all the slots over time, but the maximum doesn't really increase enough to make it worth it.

I am also curious if it might be possible to have your outfit changed to that of the NPCs. Their costumes are unique and to my knowledge not obtainable.

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