(request) FREEDOM WARS Remastered
Re: (request) FREEDOM WARS Remastered
How does the body parts of abductors work? The question is merely due to wondering if there were a possible way of attacking a part to sever without actually damaging or accidentally killing the abductors?
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- Noobzor
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Re: (request) FREEDOM WARS Remastered
No, parts severing and breaking are linked to attack value. The higher your weapon's attack is, the faster you sever/break parts.
Using a light melee (or a flare knife) to cling and cut off parts is the best way to get parts without causing too much damage, but not all parts can be broken with that method.
Using a light melee (or a flare knife) to cling and cut off parts is the best way to get parts without causing too much damage, but not all parts can be broken with that method.
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Re: (request) FREEDOM WARS Remastered
I've been able to find a solution for the Citizen thing. Since edited weapons don't actually "have" their modules--meaning the modules will disappear if you remove them or try to equip them to another weapon, you can instead use the weapon editor cheat table's option of "duplicate discarded item" on Citizens instead. Find a Citizen with high stats, dupe that using the cheat (you can only have 100 of them). Then, use the resource cheat of Vampy's cheat table and produce the highest module variants you want using the duped Citizen. Note that some modules will have 75%-85% success rate to create even if your Citizen has S rank on all stats so make sure you don't end up using the actual Citizen you're duping.
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Re: (request) FREEDOM WARS Remastered
Can we have an updated version of the table with the yellow icon mutations possible values on drop-down? I'm trying to input the value of the mutation bonus but I don't know what values should be in there since it's manual. It seems some yellow mutations use a positive number value and some use a negative number value.Oldman_Next_door wrote: ↑Sun Jan 19, 2025 1:38 amHello, 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
The normal value for the mutation stat falls within a very narrow range, approximately “1 to 36”. Any value beyond this range is displayed as “(+)”, and the specific numerical value is lost. Additionally, the value does not become “(+1)” simply by adding 1; instead, a predetermined value between 1 and 36 is assigned.kamikaze00007 wrote: ↑Fri Jan 31, 2025 1:34 amCan we have an updated version of the table with the yellow icon mutations possible values on drop-down? I'm trying to input the value of the mutation bonus but I don't know what values should be in there since it's manual. It seems some yellow mutations use a positive number value and some use a negative number value.Oldman_Next_door wrote: ↑Sun Jan 19, 2025 1:38 amHello, 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.
In the game, when obtaining a mutant weapon, a random value from 1 to 36 is assigned.
As a result, even within this range, more than half of the values are outliers, often appearing as “(+1)”.
Due to the fact that the in-game values assigned to this stat vary depending on the mutation effect being applied, it is difficult to handle it as a dropdown list in a Cheat Engine table.
For example, in the case of attack power, setting the value to “21” results in “(+116)” in the game, whereas for critical hit rate, setting it to “21” results in “(+0.3)”, showing different values depending on the stat.
Negative values, on the other hand, tend to be exceptionally high.
Negative values, such as -20, -25, or -30, tend to result in unusually high numbers more frequently.
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Re: (request) FREEDOM WARS Remastered
Do both positive and negative values range from 1 to 36? And do the negative values naturally appear in the game? I seem to recall getting a weapon that has a mutation that shows as a negative number when examined using the cheat table.Oldman_Next_door wrote: ↑Fri Jan 31, 2025 7:50 pmThe normal value for the mutation stat falls within a very narrow range, approximately “1 to 36”. Any value beyond this range is displayed as “(+)”, and the specific numerical value is lost. Additionally, the value does not become “(+1)” simply by adding 1; instead, a predetermined value between 1 and 36 is assigned.
In the game, when obtaining a mutant weapon, a random value from 1 to 36 is assigned.
As a result, even within this range, more than half of the values are outliers, often appearing as “(+1)”.
Due to the fact that the in-game values assigned to this stat vary depending on the mutation effect being applied, it is difficult to handle it as a dropdown list in a Cheat Engine table.
For example, in the case of attack power, setting the value to “21” results in “(+116)” in the game, whereas for critical hit rate, setting it to “21” results in “(+0.3)”, showing different values depending on the stat.
Negative values, on the other hand, tend to be exceptionally high.
Negative values, such as -20, -25, or -30, tend to result in unusually high numbers more frequently.
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Re: (request) FREEDOM WARS Remastered
No, the valid values are positive and range from 1 to 36.kamikaze00007 wrote: ↑Sat Feb 01, 2025 3:48 amDo both positive and negative values range from 1 to 36? And do the negative values naturally appear in the game? I seem to recall getting a weapon that has a mutation that shows as a negative number when examined using the cheat table.Oldman_Next_door wrote: ↑Fri Jan 31, 2025 7:50 pmThe normal value for the mutation stat falls within a very narrow range, approximately “1 to 36”. Any value beyond this range is displayed as “(+)”, and the specific numerical value is lost. Additionally, the value does not become “(+1)” simply by adding 1; instead, a predetermined value between 1 and 36 is assigned.
In the game, when obtaining a mutant weapon, a random value from 1 to 36 is assigned.
As a result, even within this range, more than half of the values are outliers, often appearing as “(+1)”.
Due to the fact that the in-game values assigned to this stat vary depending on the mutation effect being applied, it is difficult to handle it as a dropdown list in a Cheat Engine table.
For example, in the case of attack power, setting the value to “21” results in “(+116)” in the game, whereas for critical hit rate, setting it to “21” results in “(+0.3)”, showing different values depending on the stat.
Negative values, on the other hand, tend to be exceptionally high.
Negative values, such as -20, -25, or -30, tend to result in unusually high numbers more frequently.
Values 37 and above, or 0 and below, are not considered normal mutation values in the game.
I have not yet seen any values displayed as negative in the game, but if a negative value does appear and falls within the range of 1 to 36, I would consider it a valid value according to the game's mechanics.
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Re: (request) FREEDOM WARS Remastered
Oh, no, I think you misunderstood me.Oldman_Next_door wrote: ↑Sat Feb 01, 2025 7:05 amNo, the valid values are positive and range from 1 to 36.
Values 37 and above, or 0 and below, are not considered normal mutation values in the game.
I have not yet seen any values displayed as negative in the game, but if a negative value does appear and falls within the range of 1 to 36, I would consider it a valid value according to the game's mechanics.
What I meant was that I recall getting a rare drop mutation weapon with a good bonus, but when looking at the value number that represents the positive bonus on the cheat table, it appears as a negative number. Theoretical example would be a rocket launcher with a mutation that gives +750 ATK, but when you check it on the cheat table the value shows as -7. I was wondering if this was normal.
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Re: (request) FREEDOM WARS Remastered
There is an obtainable item in the game with a negative value!kamikaze00007 wrote: ↑Sun Feb 02, 2025 12:18 amOh, no, I think you misunderstood me.Oldman_Next_door wrote: ↑Sat Feb 01, 2025 7:05 amNo, the valid values are positive and range from 1 to 36.
Values 37 and above, or 0 and below, are not considered normal mutation values in the game.
I have not yet seen any values displayed as negative in the game, but if a negative value does appear and falls within the range of 1 to 36, I would consider it a valid value according to the game's mechanics.
What I meant was that I recall getting a rare drop mutation weapon with a good bonus, but when looking at the value number that represents the positive bonus on the cheat table, it appears as a negative number. Theoretical example would be a rocket launcher with a mutation that gives +750 ATK, but when you check it on the cheat table the value shows as -7. I was wondering if this was normal.
Oh! That’s new information!
So far, I have never acquired a mutation weapon with a negative value.
However, I did find it strange that values 37 and above lose their numerical display, while negative values still appear as numbers.
I had assumed that negative values were outside the intended range because they often appeared as extremely large numbers and because I had never personally seen a weapon that defaulted to a negative value.
This is an amazing discovery!
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Re: (request) FREEDOM WARS Remastered
Hmm, sorry, I can't seem to find the mutation weapon I was talking about. That might just be me misremembering things or it was something I accidentally lost on a rollback after crashing the game while testing these cheats.Oldman_Next_door wrote: ↑Sun Feb 02, 2025 12:44 amThere is an obtainable item in the game with a negative value!
Oh! That’s new information!
So far, I have never acquired a mutation weapon with a negative value.
However, I did find it strange that values 37 and above lose their numerical display, while negative values still appear as numbers.
I had assumed that negative values were outside the intended range because they often appeared as extremely large numbers and because I had never personally seen a weapon that defaulted to a negative value.
This is an amazing discovery!
I do think there may be a pattern of sorts when setting the value of the Mutation's bonus.
For example, for the straightforward rocket launchers, adding the +ATK Power mutation seems to give the highest "normal" bonus of around 700+ ATK if the value is set to 7. I tried testing values one by one from 1 to 36 and above, and it seems the bonus ATK just jumps around 129 or something else, and then the only high amount I can actually get is setting value to 7 for that 700+ ATK.
Testing this same way with Auto-Lock-on Missile Launchers and I get a similar result. If I set the value to 7, I get the +ATK bonus of around 706. Any other number on the value field and I get a significantly lower +ATK.
I tried changing the mutation to Lock-on Time and I was only able to get 3 specific bonuses. The highest was 0.1 second lock-on time reduction. The second value was 0.0 second reduction (meaning no reduction). And the last value was just an empty (+) result. If I change the mutation to Lock-on Range, I'm able to get +6m range, or +3m range, or +0 to range as I go testing every value from 1 to 36 and above.
I found that putting -1 to the value results in a very high positive value on cheat engine, and you get a giant bonus in-game which may or may not break the game.
I'm not able to decipher the pattern because it's quite random to me and I really don't have cheat engine knowledge. I think it would be better if we could have a cheat that increases the rare item drop rate to 100% or something similar so I can farm mutation weapons and compare values for the same bonuses instead.
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Re: (request) FREEDOM WARS Remastered
The value selected is not random, it is weapon based.Oldman_Next_door wrote: ↑Fri Jan 31, 2025 7:50 pm
In the game, when obtaining a mutant weapon, a random value from 1 to 36 is assigned.
Katze = 1, Arisaka = 2 and at the end of the list Hyuga Mk 2 = 36.
21 is Hawkshadow, which has +116 power boost when mutated, it is also one of the only three or four weapons with the +0.3 crit modifier.Oldman_Next_door wrote: ↑Fri Jan 31, 2025 7:50 pm
For example, in the case of attack power, setting the value to “21” results in “(+116)” in the game, whereas for critical hit rate, setting it to “21” results in “(+0.3)”, showing different values depending on the stat.
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Re: (request) FREEDOM WARS Remastered
I tried looking for the address that pertains to the hidden Rare Drop Rate value that the Augmentation "Rare Drop Rate Up" changes and I'm unable to find the right one due to my limited knowledge.
I pretty much just tried looking for values that started with 0 while the augmentation was not equipped. Then equipped the augment and scanned for the values that changed. Repeated this by removing the augment, scanning for values that decreased, then equipped it again and scanning for values that increased. Rinse and repeat until the resulting addresses get reduced. But I'm unable to find a conclusive one since it seems to not be a straightforward address.
Somebody better skilled in finding cheats can probably do this more successfully than I can. Perhaps @Oldman_Next_door or @VampTY can do this better.
The point is to get a cheat that directly increases rare drop rate. That way, the player can farm mutation weapons of the highest quality easier instead of having to use guesswork and manually setting the mutation bonus values by editing the weapon. Mainly for folks who just want good weapons instead of OP-custom ones that break the game.
I pretty much just tried looking for values that started with 0 while the augmentation was not equipped. Then equipped the augment and scanned for the values that changed. Repeated this by removing the augment, scanning for values that decreased, then equipped it again and scanning for values that increased. Rinse and repeat until the resulting addresses get reduced. But I'm unable to find a conclusive one since it seems to not be a straightforward address.
Somebody better skilled in finding cheats can probably do this more successfully than I can. Perhaps @Oldman_Next_door or @VampTY can do this better.
The point is to get a cheat that directly increases rare drop rate. That way, the player can farm mutation weapons of the highest quality easier instead of having to use guesswork and manually setting the mutation bonus values by editing the weapon. Mainly for folks who just want good weapons instead of OP-custom ones that break the game.
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Re: (request) FREEDOM WARS Remastered
There is a Rare Drops Up + and Rare Drops Up ++ that are in the game.
It may be possible for them to make the rare drops up in to one of those.
It may be possible for them to make the rare drops up in to one of those.
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Re: (request) FREEDOM WARS Remastered
Still no dice for me. I don't have Rare Drops Up ++ so I can't try that one.ItsMeNotYou wrote: ↑Mon Feb 03, 2025 11:02 pmThere is a Rare Drops Up + and Rare Drops Up ++ that are in the game.
It may be possible for them to make the rare drops up in to one of those.
I tried adding multiple Rare Drops Up to all augment slots and did a bit of searching (on, off, values that changed/increased/decreased, etc.) and it didn't seem to change anything. I'm ending up with either so many addresses without a stable value, or no addresses at all. I'm at my skill limit with this one as a noob.
We really need somebody who can find the exact value or address of the stat that Rare Drops Up actually increases when it's equipped. That's likely the rare drop rate stat in the game. If we can edit that, we can give the player 100% rare drop rate. One problem is that we don't know how much percent the Rare Drops Up augment adds.
Re: (request) FREEDOM WARS Remastered
any chance of an ignore materials option for upgrading?
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