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Evochron Legacy SE News

Evochron Legacy SE 2.0818 Update...

[p][/p][p]Version 2.0818 includes the following improvements:[/p][p]- By request, added ability to lock a quest object to the camera (see notes).
- Added ability to prompt user with options to advance to selected stages in a quest (see notes).
- Added ability to apply movement, rotation, and scaling actions on a quest object (main and substructures).
- Added Steam Workshop integration to support the game's custom media file options (\\environment, \\hud, \\ships, \\sounds, \\music, etc, see notes).
- Ships stored in hangars now retain their last duplex cargo configuration to eliminate the need to reapply after retrieving from storage.
- Added ability to specify custom individual detail map textures for all ships (see customizing kit).
- Added ability to apply custom global missile structure, texture, and effects (see customizing kit).
- Added ability to specify sector-specific textures for moons and gas giants (see customizing kit).
- Added dedicated mesh structure, text label, and type icon to target detail display for jump gates.
- Beam cannon exchanges between capital ships now more frequent and range increased to 20K.
- Minor improvements and fixes.[/p][p]
Notes:[/p][p]Quest Object Locking - The ability to lock a quest object to the camera has been added, primarily to help facilitate effects for displaying credits on screen. To enable the new mode, use a value of 2 in the 'QuestSpace' line. Any specified coordinate values will then be applied as offsets from a central position at 0,0,10 ahead of the camera for custom placement options. An optional mode 3 is also available to smoothly fade an object in and out with a shader based on a time value specified in a successive stage. Mode 2 is best for applying an animated GIF as the texture for more varied animation effects or to simply have an appear and disappear quickly. Mode 3 is best for smoothly fading an object in and out using a single image applied as a texture (a timing value is required in a next stage with this option for the effect to apply). The 'QuestSpace' mode value will need to be continually set through each following stage for as long as the object remains active. New transparency options have also been added to accommodate this option. A data line 9 value of 1000 or 1010 will make the object additive transparent, a value of 1001 or 1011 will make the object alpha transparent (based on applied texture), a value of 1002 or 1012 will render the object solid with no transparency applied (QuestSpace mode 3 will apply a fade to solid effect with these modes), while a value of 1010, 1011, or 1012 will additionally disable the object's zdepth rendering. With these new options, players can display holographic effects or credits as part of quest stages, including with the use of custom object structures and textures. The 'Quest0-Sample.txt' instructional document file in the '\\media\\Quests folder' has been updated with the details.[/p][p]Quest Prompt Menu - Quest event directive 48 has been added which prompts the player for a response by selecting an option in a menu and then advancing to a specified stage based on the selection. This helps facilitate more branching structures within individual quests for more varied options and narrative paths. Details are also included in the updated 'Quest0-Sample.txt' instructional document file in the '\\media\\Quests' folder.[/p][p]Steam Workshop Integration - The new workshop capability is accessible directly in the game via Options > Steam Workshop Menu. Once the menu is open, you can retrieve a list of available items others have made to install or create/update an existing item you have made. Click on 'View Workshop Items' to retrieve the list of available items made by others. When viewing the list, simply left click on an item to download, activate, and install it. Some items may conflict with each other if they share the same folders/files, so review the details carefully before installing. It's generally best to install only one item at a time to avoid conflicts, unless you are familiar with the folders and files involved and verify there are no conflicting files between items. The game will inform the player of any file conflicts so any successive uninstallation/reinstallation steps that may be desired or required can be completed.[/p][p]The 'Activated/Deactivated' value for an item indicates the local Steam file status, it is effectively the same as subscribing or unsubscribing to an item on the Steam website. When an item is selected with left click, it is both activated (since local files are required to pass along to the game for installation) and installed to the game's local custom media folder locations. You can optionally keep an item activated or deactivate it with the checkbox option next to the item's listing. When checked, local Steam files will be kept in place even after uninstalling the item from the game. This allows for automatic updates to apply to an items files, if applicable, and also potentially provide faster reinstallation in the future. Steam will manage subscribed items and their files in its own folder path located in 'Program Files (x86)\\Steam\\steamapps\\workshop\\content\\398170' while the game will selectively copy files for an installed item into the required custom media folder(s) automatically when fully enabled. If the option is unchecked, then local Steam files will also be removed when uninstalling (just be sure to not delete anything you may want to keep in place or back up before uninstalling), freeing up disk space and requiring a full download for any future reinstallation.[/p][p]To uninstall an item, right click on an item's listing and any files associated with that item will then be removed from the game's custom media folders (if left 'Activated' by the checkbox option) or entirely (if left 'Deactivated' by the checkbox option).[/p][p]If you have set up a custom workshop item, you can also optionally click on 'Create/Update Workshop Item' to create or update your own. For creating or updating items you make, parameters and files are managed within a user created 'workshop' folder within the save data folder (default '\\Documents\\EvochronLegacySE\\workshop'). A manifest file (filename 'workshopdata.txt') needs to be created to inform both Steam and the game about the parameters for a workshop item to be uploaded.[/p][p][/p][p]An information page is available with details here: https://www.starwraith.com/evochronlegacy/steamworkshop.htm[/p][p][/p]

Evochron Legacy SE 2.0808 Update...

[p] Version 2.0808 includes the following improvements:[/p][p][/p][p]- Duplex cargo bay option added allowing 50 unit commodity capacity per bay (see notes).[/p][p]- Cargo bay unit capacity now displayed on main inventory console menu to accommodate duplex option.[/p][p]- Build console updated to utilize a two step construction process so module types can be locked/previewed while placing (see notes).[/p][p]- Added green arrows to open space build/deploy location indicator once locked to allow 3D trim adjustments in 50 coordinate unit steps.[/p][p]- Added zoom capability to build console (uses the same zoom keys/buttons for other external view modes and mouse wheel with select mode bypass).[/p][p]- Instructions added in build console to help guide player through build process including placement lock modes and overhead/cockpit view modes.[/p][p]- Added ability to view cargo bay contents as well as installed equipment and weapons/items on secondary hardpoints in Frame Config menu (see notes).[/p][p]- Descriptions for build options in shipyard expanded to better indicate transfer of installed/loaded items to local station hangar when in carrier shipyard.[/p][p]- Excalibur and Rail Cannon secondary weapon listings now show other applied hardpoints, displayed in parenthesis and/or dimmed.[/p][p]- Particle and beam cannon listings in inventory console updated to align with secondary hardpoint list and show type symbols.[/p][p]- Improvements to custom cockpit and HUD system for better image swapping and handling (primarily for global index mode).[/p][p]- Memory alignment check added to prevent errors when mask texture does not match resolution of custom diffuse texture.[/p][p]- Improvements to how custom ship texture image sets are managed in relation to global options for consistency.[/p][p]- Dedicated texture image indexes added for HUD object target indicator shadow and asteroid indicator shadow.[/p][p]- Certain rotation calculations changed for ultra-high performance systems to prevent asteroids twitching.[/p][p]- Added ability to automatically consolidate purchased commodities in bulk up to available unit capacity.[/p][p]- Initial spacing to opponent increased for ship-vs-ship racing objective for easier starting.[/p][p]- Console menus revised to reduce clutter and better distinguish buttons from headings.[/p][p]- Jump gate size doubled for easier passage and improved autopilot navigation.[/p][p]- Autopilot updated for improved jump gate approach patterns with larger size.[/p][p]- Button frames updated for a cleaner and more color consistent look.[/p][p]- Icons added to commodity market ticker list in navigation console.[/p][p]- Mouse click sound updated for a softer and more tone like effect.[/p][p]- Evoch-E frame updated for cleaner wing structures.[/p][p]- Minor improvements and fixes.[/p][p][/p][p] Notes:[/p][p][/p][p]Duplex Cargo Bays - This update introduces a new 'duplex cargo bay' option in the shipyard (Frame Config menu) that increases the total capacity per cargo bay from 25 to 50 units for commodities. This option increases the cargo bay commodity unit limit by deducting design capacity points to restructure the ship for adding more storage space. The principle behind the option is that a ship can be outfitted for more cargo space by reducing capacity for other design elements. A medium class ship frame (with at least 20 baseline capacity points) is the minimum required to access the duplex cargo option, so at least either the ALC Falcon or FDN Typhoon. The minimum required capacity point deduction is -5 for those frames to enable duplex cargo bays. Capacity point requirements will then scale for larger ship frames to a limit of -10. Military ships will not have this option due to their locked frame designs and there is no impact capacity for large single unit equipment and weapon items. There are some important changes and considerations with this option. First, when the player checks the option in the frame configuration menu, the game will automatically adapt the ship being worked on for the new lower capacity limit through reducing capacity levels by category in the following sequence: Energy Cores > Armor Plating > Countermeasures > Fuel Tanks > Crew > Secondary Weapons. For most categories, the game will reduce the level to 1 as needed while crew capacity may be reduced to 0. The reductions will continue until the ship's design is at the new capacity limit. The player can of course adjust the frame configuration afterward to meet their preferences. Another consideration is ship-to-ship trading in multiplayer. If a player has at least one bay with more than 25 units because their ship is equipped with duplex cargo bays, they won't be able to directly trade such cargo quantities with another player who does not also have duplex cargo bays (since such trading involves direct bay-to-bay transfers). For cargo transport objectives, if the game detects duplex cargo bays when a contract is accepted, it will consolidate the required cargo into each bay up to the 50 unit limit. This way, a ship that may only have three cargo bays can accept contracts that require transporting 100 or more units since each bay can carry 50 units each. If a player switches to duplex cargo bays, any hangars they access at stations will also have expanded capacities up to 50 units for each storage bay to match. If the player later switches back to standard cargo bay capacity at 25 units each, the original stored quantity in a hangar will remain up to 50 per storage bay and they will be able to load 25 units at a time from anything stored in the hangar. Likewise, recovery from cargo containers holding more than 25 units per bay will also be loaded at 25 units at a time. All consolidation options will continue to work with the new duplex option, just with the higher 50 unit limit.[/p][p][/p][p]Build Console Construction Update - The build console has been revised to have a two step construction process. Additional instructions have also been added to help guide the player step-by-step through the placement and build process. Trim arrows have been added to allow the player to move a build point after it has been locked in the 'Overhead View' mode. Instead of automatically starting construction as soon as a module type is selected, a separate dedicated '< Build >' button (located at the top right of the console menu) has been added to start the build process. This way, clicking on a module type will simply highlight it for preview, allowing the player to adjust the build point without having to carefully avoid highlighting any other module types if they want to move the mouse cursor over to the build area. Once a module type and build point are selected, clicking on the '< Build >' button will start the construction process. The console's shape has also been revised to allow for persistent display of the command module naming prompt as well as jump caster destination details when either is selected. To deselect a module, simply click on it a second time. With these changes, players can now select a module they are interested in, then persistently preview it throughout the rest of the placement and build process.[/p][p][/p][p]Frame Config Installed/Loaded Items - The Frame Config menu now shows items loaded in the cargo bay, installed equipment, and installed secondary weapons. Bars above each capacity box will provide a quick overview as to whether an item is loaded/installed and they are color coded by type as with other inventory lists (purple for cargo, yellow for equipment, and green for weapons). Capacity boxes without an installed/loaded item will have gray bars. For specific details on exactly which item is installed/loaded, simply hover over a capacity box with the mouse pointer and the full name of the item will be displayed directly above the corresponding box. This way, the player can quickly determine the impact changing the capacity in any of the three categories will have on items that may already be loaded/installed on the ship (without having to exit the shipyard to view the inventory console). All items can now be viewed directly in the Frame Config menu.[/p][p][/p][p]Custom Ship Texture Image Sets - Previously, the game preserved some global texture elements under certain conditions in an effort to maximize stability (primarily relating to preventing texture index data from being removed from existing mesh indexes to avoid crashes). A side effect of this approach is that there could be inconsistent behavior between the shipyard, storage hangar, and in-game appearance of the player's ship. In the shipyard, the game might allow for manual paint changes regardless of custom frame-specific image data, then restore default global conditions once in-game. Similarly, a ship kept in storage might not reflect the full set of custom images when certain global conditions apply. With this update, image sets are properly compartmentalized so any custom 'paint' look is manually controlled by any custom texture image sets for specific frame indexes, hangars properly apply any custom image set data for stored ships, and the player's ship will continue to reflect the proper custom image set that applies once in-game. This way, behavior is consistent across all three representations of the player's ship, regardless of global and frame specific image set conditions.[/p]

Evochron Legacy SE 2.0788 Update...

[p] Version 2.0788 includes the following improvements:[/p][p][/p][p]- Added ability to reset RGB values to 100 in HUD Configuration with right click.[/p][p]- Increased planetary terrain detail at greater distances for the 'Very High' setting.[/p][p]- Added '>P' symbol and yellow color for listed local contracts requiring planet-side start.[/p][p]- Added alert line to contract descriptions if planet-side starting is required and player is not planet-side.[/p][p]- Several initial contract acceptance directives and descriptions expanded for clarity and more detail.[/p][p]- Increased minimum weapon turret module capacity by +1 before dependent storage modules are required.[/p][p]- Reduced automatic build point placement for quests to 200 CU for easier dependent module placement.[/p][p]- 'Advanced' control input system updated in efforts to work better with Proton (see notes).[/p][p]- Rendering system updated for more physically accurate lighting and material properties.[/p][p]- Added ability to sort market lists by All, Commodity, Equipment, and Weapon categories.[/p][p]- Added objective, pay, and distance description headings to contract preview list.[/p][p]- Added description legend for distance symbols to space below contract list.[/p][p]- Increased size of all list icons for available contracts and items for sale.[/p][p]- Capitalized headings for many categories/buttons for various menus and lists.[/p][p]- Switched checkboxes to filled circles to better distinguish from exit buttons.[/p][p]- Renamed HNGR label to COMM in station/city module list (news/information console).[/p][p]- Lightning effects revised for delays between flashes and a softer sequence.[/p][p]- Automatic text detail setting increase applied for 2K and 4K resolutions.[/p][p]- 32-bit legacy code/modules removed.[/p][p]- Minor improvements and fixes.[/p][p][/p][p] Notes:[/p][p][/p][p]Contract Details Added and Expanded - For improved clarity and directions, many contract descriptions have been updated to provide more details and specific instructions. Additionally, the contract preview list now has objective, pay, and distance headings above the list for visual cues of each parameter. Some contracts require planet-side activation, but are still shown through the local station's job network to indicate availability among the pool of listed contracts. Such contracts that must be started planet-side are now marked with a '>P' distance symbol and will be colored yellow when the player is not on the surface of a planet to indicate their requirement for a surface descent and city docking prior to acceptance. Additionally, contracts that require planet-side starting will display an alert line in their descriptions if the player is not on the surface of a planet.[/p][p][/p][p]Rendering System Updated - New shaders and accommodating textures have been implemented in an effort to move away from the earlier rendering approach that resulted in some specular wash-out, oversaturation of colors, and somewhat flat response to light on object surfaces. The new system takes into account material properties along with revised lighting calculations to render cockpits, ships, stations, and cities with a more physically accurate metallic appearance. The new rendering approach is also designed to work with the existing texture index framework for any custom media. Some adjustments might be desired for the specular index and/or new adjustable parameters to better align with the new rendering approach. See the customizing kit for details.[/p][p][/p][p]Advanced Control System Updated - The 'Advanced' control system has been updated in efforts to work better with Proton, including solving the crash issue that could occur when attempting to start the Axis Configuration menu and enable input response. For whatever reason(s), certain links between a running app/game and dependent libraries aren't established when running in a Proton environment in ways that can prevent DirectInput devices from communicating (axis and button signals). Every effort to try and establish a link in code was not successful during testing over the last few months, so there appears to be something inherent within certain Proton versions that prevent input from working as needed. But it was discovered that changing task focus and/or activating a message box (on either the DLL side or game side) somehow helped establishes a link between the two so that DI devices can respond on axis and buttons inputs. The game will now check for running in a Proton environment and if detected, it will attempt to automatically adjust task focus in an effort to enable response through DI. This approach has been working in testing in recent weeks. The player can optionally create a text file named 'protonmode.txt' in the save data folder and enter a number in the first line. Entering the number 1 will enable the message box prompt (displaying a dialogue box indicating the non-Windows mode is being initialized, click OK to continue). Entering any other number will instruct the game to try the automatic task focus approach. The game may still delay upon closing (something may get stuck with the Proton 'steam_app_0' process for unknown reasons), so shutting it down from the Steam menu or manually may be needed on some systems. But this approach should at least enable the advanced mode to work for some Proton environments. Players can continue to use the 'Limited' mode if they'd prefer to avoid such conditions for the advanced mode.[/p][p][/p][p]Planetary Detail Increase - Planetary terrain detail has been increased at greater distances for the 'Very High' setting. This means more mesh detail will be added at farther ranges, bringing in more surface detail sooner when approaching planets. This will require a bit more performance and video memory, but the increase is relatively minor and most systems already using higher detail settings in other categories can likely handle it well. Also keep in mind that the terrain update rate is also adjustable to regulate the impact of data processing in the background for these data operations to reduce stuttering or to reduce processing times as best applies for a system's performance. If performance issues surface on some older/slower systems, the 'High' setting will restore the previous parameters and behavior.[/p]

Evochron Legacy SE 2.0778 Update...

Version 2.0778 includes the following improvements:

- Added ability to directly set the text detail setting in the main Options menu.
- Added automatic transfer to single player upon unexpected disconnect from multiplayer.
- Terrain walker deactivation now correctly lists walker in message log when equipped rather than rover.
- Added threat level bars to target, ship, and object direction indicators.
- Added single key/button mapping option for full IDS Off mode (page 4).
- Minor improvements and fixes.


Notes:

Automatic Transfer to Single Player Upon Unexpected Multiplayer Disconnect - This update includes a new feature that enables transferring from multiplayer to single player automatically upon an unexpected disconnect event from a server. This allows the player to continue playing temporarily in the session they were playing in at the time of disconnecting, giving them time to relocate and/or save as they may want to. There are several important considerations with this new capability. The game will transfer various multiplayer gamestate conditions over to the single player mode automatically while also preserving earlier single player parameters from the profile. However, some immediate conditions in multiplayer may carry over into a single player profile upon the next save. To prevent this possibility from occurring, the player can optionally save their profile into a different slot (available in the exit/pause menu), preserving their original single player profile and creating a new profile after the multiplayer disconnect that may include any such recent changes. Additionally, some multiplayer station/city modules and ship conditions may be left behind temporarily while the system continues the process of transferring to single player. This means ships and modules in the same sector that were linked to the multiplayer universe will generally remain available temporarily and won't be changed or removed to align with the player's single player profile until they jump to a different sector. This way, any immediate conditions will be preserved for the player to finish any trading or other actions they may have been in the middle of at the time they disconnected. Territory and market conditions will generally update quickly, so players should be aware that conditions around them may change to align with their single player profile, potentially affecting access and threat levels depending on how their single player profile compares to the multiplayer conditions at the location they were in at the time of disconnecting. The game will inform the player of such a disconnect mode transfer and save option in the message log. After discussions and considerations along with completing the necessary functional objectives, these compromises, protections, and options were acceptable for most to have this capability added to the game. It now means that players are no longer forced to exit the game if they disconnect from a server and lose progress they may have achieved, they now have the option to preserve their progress and choose how they want to save to continue.

Threat Level Bars Added to Indicators - Small lines have been added below the target, ship, and object direction indicators on the HUD to indicate threat level beyond just color. One line is friendly, two is neutral, and three is hostile. Image indexes have been added to accommodate the new indicators and their shadows. The customizing kit has been updated with the latest filename changes and sample images.

Evochron Legacy SE 2.0758 Update...

Version 2.0758 includes the following improvements:

- Fire Primary Weapon control function expanded to support multiple input bypass.
- Added ability to offset pilot head viewpoint Z center and eye distance offset (see customizing kit).
- Added ability to import custom star textures (primary and surface, see customizing kit).
- Fix for misaligned angle offsets applying during jump drive sequences when using TrackIR.
- Internal dependency formatting restructured for improved performance and compatibility.
- Minor improvements and fixes.