- Shield array spheres given smoother/higher polygon surfaces.
- Alt key option added to radar range mode for increasing range level.
- Option to scroll 5 sectors at a time using nav map arrows added (right click).
- Building a space station command module now automatically provides a license to the builder.
- Accepting planet side contracts now requires player to be in ship to accommodate retrieval contracts.
- Mouse pointer state and ship wireframe in inventory console now reset correctly after returning from exit menu.
- Speed/drift tolerance increased for repair and fuel deploy modules to better support high gravity conditions.
- HUD and cockpit display elements now set to reload when exiting shipyard in anticipation of custom cockpit designs.
- Shipyard zoom mode for player ship updated to retain zoom factor when applying other components or switching frames.
- New cargo restoration option added to respawn menu in multiplayer to allow a player who is destroyed by another human player to restore cargo from their last save for a fee.
- Cargo no longer spawns from destroyed human piloted ships when caused by collision/environment events.
- Shield sound effects that were amplified at long distances to indicate battles removed by request.
- Center mouse pointer locking in mouse flight control modes when no target is selected fixed.
- Closing the trade console before linked player opens console now terminates potential link.
- Cleaner transition from intro to pilot manager on Windows 10 systems (flicker removed).
- Self-destructing in multiplayer now does not spawn cargo from destroyed player.
- Example quest template files (in slots 5 and 6) emptied in install folder.
- Under some circumstances, selling mined cargo would be blocked, fixed.
- Tractor beam sound effect looping after respawn fixed.
- Jettisoning cargo now auto-saves fully in multiplayer.
Notes:
The new cargo restoration option is designed to reduce the possibility of improperly duplicating cargo under certain PvP conditions. After reviewing options with players who have been requesting such a system be implemented, the restoration from last save approach has been added to the game, as well as some other more minor changes. How it works is fairly simple. If a player is destroyed by another human player, they will generally be given a chance to restore the cargo they had last time they saved for a fee (which will usually be around 50% of the original value). If they pay the fee, the cargo will be restored when they respawn. If they don't pay the fee, the cargo will not respawn with them and will be removed from the profile. This will continue to allow pirate/ambush type activities for PvP battles while also preventing some possible exploits from occurring. This system doesn't affect players who die from environmental factors such as asteroid collisions, gas giant hull crushing, atmospheric burning, etc. It also doesn't apply when a player is destroyed from an AI ship. Under those conditions, the regular respawn conditions will apply and all cargo will be restored. The cargo restoration option only applies in human player vs human player battles.
Evochron Legacy 1.0138 Update...
- Option to zoom in on ship design hologram in shipyard added.
- Main menu logo now visible when player starts game from open space cryo mode.
- Target range list now displays ship ranges exclusively, even when non-ship object is targeted.
- Proximity requirement of flight lead in order for kills to count in multiplayer contracts removed.
- Items stored in hangars would sometimes not display when activating the 'View Hangar Details' option, fixed.
- Shield augment controls via dedicated HAT mode disabled for panning in certain third person views (to target and from target).
- Subsystem description, damage, and highlight indicator on target detail display now clear when target leaves range.
- Minimum station module build proximity near jump gates increased from 5000 to 8000.
- Base energy level rating changed to include addition of energy cores in shipyard.
- Assembly values in shipyard for frame descriptions corrected.
- Custom size factor options added to gauges.txt file options.
- Fuel cost levels for location variation tapered.
Server Program:
- 3D enabled server program updated to synchronize with maximum FPS value parameter (line 801).
- New default values applied for maximum FPS and vsync settings (120 for line 801 and 0 for 802).
Notes:
Default server performance settings have been changed to better accommodate maximum player values above the default 8. Line 801 can also be increased to 150 or 180 as may be needed, depending on system performance and resource needs.
As with any server update, always make sure to back up your text8.dat config file, factionmap.txt territory control file, and universemulti.txt module file before installing an update. The installer will put the default files back in place, so after installation, you'll need to restore your original files to keep your current settings and game conditions. Once the files are restored, you can modify lines 801 (set to 120) and 802 (set to 0) in the text8.date file as desired to match with the defaults.
In response to the reported fuel price issue, fuel cost variation based on location has been reduced significantly. There can still be value in selling fuel, but it is now much more in line with other gameplay activities. I will likely continue to evaluate this option and related factors going forward for possible further changes. If you have feedback you would like to submit to me on this (or any related value factors), please send it to me via e-mail (starwraith.com > contact).
Evochron Legacy 1.0128 Update...
- Civilian frame agility stats aligned with center console indicators in shipyard.
- Build constructors allowing deploy modules to be built with no deploy constructor installed fixed.
- Descending into gas giants now provides a smoother transition effect with fading fog density, turbulence, and wind noise.
- Hull damage from high pressure crush zone near center of gas giants now gradual instead of instantly destroying ship.
- Fog illumination now decreases as player approaches the center of gas giants to convey increasing atmospheric density.
- HUD targeting indicator now displays object description when target display is in range list mode and a non-ship object is targeted.
- A new command module could prevent new contracts from being offered due to old faction links, fixed.
- Equipment list will now automatically sort and minimize if player stores equipment items in hangar.
- Saving a ship design template in the shipyard could cause background objects to disappear, fixed.
- Missing ships at patrol waypoints during high traffic multiplayer sessions should now be fixed.
- Attempting to destroy a station/city module under construction could result in an error, fixed.
- Inactive crew members are no longer allowed to leave while player flies a military spacecraft.
- MDTS lock on sound effect now responds correctly to selected effects volume level.
- Quests 3 and 4 updated to correct a few potential issues with certain stages.
- High pressure near gas giant crush zones now generates a red glow in fog.
- Item icon in slot 5 of hangar bay in engineering lab now shows correctly.
- Component highlight indicator in shipyard no longer persistently visible.
- Base prices for Federation frames aligned with local cost values.
- Overall chance of crew leaving reduced by about 50%.
- Idle/inertial fuel use reduced to 0.
Edit: Hotfix has been uploaded to correct an issue with the new crew member loyalty factor which caused them to leave more frequently. Calculated value should now work correctly at a 50% relative reduction from the previous builds.
Evochron Legacy 1.0118 Update...
- Performance increase for experimental Oculus Rift mode.
- Center key added to experimental Oculus Rift mode (F12).
- Module build system expanded to cover wider area from -80K to +80K.
- Sensor probe system updated to properly align with 75K placement region.
- Image quality and legibility increases for experimental Oculus Rift mode.
- Option added for Steam users to clear their current save files and update from the cloud.
- Fleet mining system updated to better support leaving mining ships unattended in same sector.
- Nav map position marker for player's ship now remains visible when centered on outside sectors.
- Nav map placement in 3D space adjusted to better calibrate with the experimental Oculus Rift mode.
- Accurate head positioning regardless of rotation angle implemented for experimental Oculus Rift mode.
- Meteor intercept distress call objectives now correctly fail if player abandons the intercept waypoint.
- Combat pilot role starting locations moved to Pearl (Arvoch WZ) for Alliance and Sierra (WZ) for Federation.
- Mining probe deployment in asteroid cave would occasionally leave containers in inaccessible location, fixed.
- Planet build verification could be off slightly and could deny build requests in valid locations, fixed.
- Command modules given powerful EMP type weapon to protect again short range attacks.
- Consolidating and transferring commodity in cargo bays no longer affects values.
- Mining probe being deployed even without a deploy constructor installed fixed.
- Fuel packs, charge packs, and shield packs reduced in price by about 90%.
- Energy cores now correctly displayed for ship being built in shipyard.
- Weapon impact camera shake effect reduced by about 50%.
- Base price added to frame descriptions in shipyard.
- Training drone practice made easier (see notes).
**** Edit: I've uploaded a quick hotfix for this build, which solves an issue with an object error that could occur when trying to build a command module. It was a fairly rare issue and probably one that's been in the game since launch. But since it involves a potential crash, I wanted to roll out a fix quickly.
Notes:
The instant death event that would occur when firing weapons in/near station command modules has been replaced with a new cyclical weapon system. If a player tries to attack a command module at very close range, the station is able to defend itself with this short range weapon system. This should help resolve the exploit potential of firing from vulnerable location near the top/bottom of the modules and give the player more of a chance to stop firing before they are destroyed if they accidentally fire particle cannons.
The experimental Oculus system now uses significantly higher resolution by default, providing improved image quality and text legibility. This change goes along with some significant performance improvements that help the system to run significantly faster, which should help offset the increase in resolution. It should be much easier now to maintain that 75 FPS target. A new line has been added to the VRSetup.txt file option (VRCenterKy=88) which lets you specify the scancode of a key you want to use for centering the HMD. 88 will be the default setting and represents the F12 key. A note to those using the VRSetup.txt file, a new default setting has been applied to the 'EyeDistanc' parameters. Previously, this value was set to 2.0, it should now be updated to 3.0 used as default for any further adjustments or testing.
The drone combat sequence in the training mode has been made easier. In addition to the reduction of camera shake by 50%, the drones also spawn much farther apart, giving the player time to select and briefly engage the first one before the others enter range if they so choose. Their spacing also provides several additional escape routes to avoid getting trapped in the middle (an important practice tactic the drone combat is designed to provide). Previously, the player needed to fly directly up or down to avoid getting caught in the middle of the inbound drones. Now the player can take some diagonal routes toward/between the more distant drones before they enter range. As long as the player avoids letting them cluster or surround them, it should now be easier to pick off the drones during this sequence. It's also important to keep the shield arrays charged to prevent direct hull impacts, which causes the shaking effect.
I've added the option to manually update save files from the cloud. The new option will appear in the main Options menu and will prompt you to accept or cancel if clicked to avoid accidentally activating it. Normally, the game will preserve any local save game files and will only restore from the cloud if some/all save files are missing. This is to protect local content from being overwritten by cloud files that may be older. With this new option, you can manually import cloud save files and allow them to replace the ones currently on your system. The game will still take precautions by backing up your current save files to a folder named \SaveFileBackup before attempting to import the cloud save files. This way, if you accidentally import old save files from the cloud and want your original files back, you can restore them from the back up folder.
Evochron Legacy 1.0108 Update...
- Cargo scanners now properly display container contents on screen when in range.
- Improved field of view and perspective behavior added to experimental Oculus mode.
- Ability to pan head around and 75Hz refresh during intro added to experimental Oculus mode.
- Background object surfaces set to masked during launch sequence by default for experimental Oculus mode.
- Bypass added to mouse flight control modes to prevent message log button highlighting while in flight mode.
- Limb error that could occur if a client with a low terrain detail setting joined a server with a higher detail setting fixed.
- Missile tracking system updated to prevent occasionally locking onto incorrect threat level target after initial target is destroyed.
- Description of Pulsar and shipyard specs updated to reflect smaller military frames having 8 secondary weapon hardpoints.
- Alt key bypass added to consolidate and transfer cargo when docked at location where selling would be rejected.
- Problem with ships not showing up in multi-waypoint contracts in certain system locations should now be fixed.
- Custom control profile system updated to load from install folder rather than save data folder.
- Variable inertial forward/reverse control input now appears on thruster output display.
- Axis specific deadzone setting for inertial forward/reverse now applies correctly.
- 4X higher precision added to global and axis specific deadzone adjustment options.
- Vonari capital ships missile spawn points less likely to self-collide.
- Capital ships now properly fire missiles at nearby hostile NPC ships.
- Several issues with escort contract missions in war zones corrected.
- Fleet ships mining in open space under certain conditions fixed.
- Trade requests to AI ships set to be declined when mining.
- Capital ship armor level increased by about 40%
- Private text chat in multiplayer fixed.
Server Improvements:
- 3D enabled server program updated to use DirectX 9Ex by default for improved display interruption handling.
- Server programs updated to check current active folder first for universemulti.txt file.
- New checking/validation systems added to territory control value changes.
Notes:
On the experimental Oculus side of things, this update should help make things look better without any stretching or distortion. However, it comes at a penalty of text legibility. With a wider FOV to line things up, the central scope of view has to be reduced, requiring the scene ahead to be rendered through fewer pixels. This of course reduces what detail can be rendered across the same number of pixels. I'm hopeful the CV1 will provide a significant increase in resolution and image quality to help counter these kinds of compromises. In the meantime, anyone wanting to test the Oculus system can change the FOV setting back to one of the other supported values to bring the scene closer in to the player's viewpoint. One significant remaining issue involves a left/right head turning and a Z axis shift. I'll be focusing my attention on that next.
Regarding the server programs. I'd received a reports of a server operator running into problems with having to refresh the server display in the 3D server program after certain events. This was due to the fact it was based on DirectX 9.0c, which has to reload/refresh data in video memory when the display device is interrupted. This created some unwanted behavior and as such, I've updated the server program to use 9Ex instead. This allows it to use the WDDM and not require reloading/refreshing of video memory data when certain display events take place (control-alt-delete being one of them). The display behavior benefits are significant and should help provide improved stability for server operators using this version of the program. The drawback to this change is that it no longer supports Windows XP, which shouldn't be too much of a compromise. If anyone still needs to run the server program on Windows XP, the 2D version of the program should continue to run fine on that OS.
Another issue involving the server program was when it would be installed to a non-default folder. The server program looks for the universemulti.txt file in the default save data folder location and if one isn't there, no station/city modules would appear in the game. So changes to the server programs now include the current active folder path in the search for the universemulti.txt file. Make sure to back up your universemulti.txt and text8.dat files before installing any server update. That way, when the installer places default files in the install folder, you can restore them from the backups to keep your server settings and the latest station/city module data.
Evochron Legacy 1.0098 Update...
Version 1.0098 is now live on Steam and includes the following improvements:
- Strafe axis control input caps removed and center ranges adjusted.
- Persistent full range throttle option added to axis configuration menu.
- Thruster output indicators updated for more accurate strafe control input.
- Auto-save option would frequently bypass city docking due to planetary rotation moving the player's ship, now saves consistently as long as all conditions are met.
- Objects left behind when entering the frame configuration menu and related menus properly hidden.
- Training highlight indicators would remain hidden if pilot view was not centered, now visible.
- Issue with panning/zooming nav map causing in-sector moon to vanish visually fixed.
- Issue with ship centering to heading 0 pitch 0 after using exit menu fixed.
- Error 8003 occurring on some Cyrillic based versions of Windows fixed.