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Evochron Legacy SE News

Evochron Legacy SE Update 2.0298...

Version 2.0298 includes the following improvements:

- By request, added ability to order AI ships to drop their cargo (see notes).
- Beam effect added for deployed mining probes for visual reference of location.
- Beam effect also added for cargo containers produced by deployed mining probes.
- Local coordinates of deployed mining probes are now displayed with countdown timer on HUD.
- Ping marker on nav map now displayed when a mining probe is deployed (visible only to activating player).
- Currency symbol (line 173 in 'text.dat') and commas added to flight log prices for buying and selling events.
- Regional pricing level bar graph colors on market ticker updated to reflect +/-20% margins (increased from 10%).
- Cargo bays now automatically shift to higher list positions after each sell, discard, destroy, and delivery event.
- Paint system revised to stage updates in memory to prevent pausing when players join or repaint their ship in multiplayer.
- Improvements in movement prediction calculation behavior when client falls back to TCP mode due to loss of UDP signal from server.
- For delivery contracts, added ability to automatically transfer cargo through trade link request in addition to previous jettison and manual inventory console cargo selection options.
- Corrected issue with nav map system that could prevent right clicking on hidden storage container contacts detected by sensor stations.
- Added text color coding for storage container, cargo container, shipwreck/data drive, and deployable structure sensor station contacts.
- Added threat level labels and text color coding to sensor station contacts for ships on nav map when highlighting with pointer.
- Jump drive arrival position moved back slightly to better accommodate docking directive system with rapid docking maneuvers.
- Startup labels during loading phase renamed and structured to align centrally and work better with new font options.
- Added ability to adjust spacing between characters on HUD and cockpit displays to 'hudtext.txt' customizing options.
- Burn effect added for gas giant planets if player flies fast enough closer to the denser central region of planet.
- Dynamic ranging added to shadow rendering system to reduce close range rapid appearing of longer range shadows.
- Highlight description priority now given to sensor and ping dots on nav map when near/over larger object icons.
- By request, docking directive violation fines now variable based on player wealth and can apply at any level.
- Flight control mode now automatically switches to 'Joystick/Controller' whenever an axis input is mapped.
- Variable damage caused by collisions with unshielded objects at speeds over 2500 reduced by 50%.
- Faster range updates when direction indicators are tracking dozens of asteroids simultaneously.
- Added ability to right click on a ping indicator on the nav map to lock nav point to location.
- Secondary weapon list on ship status display expanded to provide more complete weapon names.
- Estimated distance value added to container location messages from science ops crew member.
- Number of resistor packs, hull plating type, and module type added to savedata value set.
- Price for stealth fields (devices mounted on secondary hardpoints) reduced by about 80%.
- MDTS status indicator now persistently visible on HUD and displays 'Off' when disabled.
- Added cockpit illumination effects for soft glow from cockpit lights and displays.
- Overall wind reduction for both initial burst rate and maximum turbulence impact.
- Revised lighting and shadow effects added to main menu hangar scene.
- Added font size setting option to Resolution menu (see notes).
- Improved energy effect for deployable shield arrays.
- Shipyard: Larger checkboxes added to Frame Configuration menu.
- Shipyard: Bars and underlining added to Frame Configuration menu.
- Shipyard: Current ship configuration values added to Frame Configuration menu.
- Shipyard: Performance spec indicators changed to larger single horizontal line structure.
- Shipyard: 'Current Ship' and 'Ship to Build' headers added to each side of their respective specification list.
- Shipyard: Specific engine and wing system names added to components list for easier reference.
- Shipyard: Adjusted text spacing for better category distinctions.
- Minor fixes.


Notes:

The cockpit viewing program ( https://www.starwraith.com/forum/viewtopic.php?f=21&t=12540 ) has been updated to support the custom options for the new glow effect, display character spacing, and now shows more indicators.

To support a request for players to be able to 'pirate' AI ships without always requiring them to be destroyed, the option to issue an order to AI ships to drop their cargo has been added. There are two ways to utilize the new option. First, if an AI ship accepts a trade request, a new button in the lower right corner of the trade menu reading 'Order Ship to Drop Cargo' will appear, providing the option to send the order through an active trade link via the console. The second method is to issue a trade link request a second time if an AI ship rejects the request the first time. If an AI ship rejects an initial trade request, an additional line will now be displayed in the message log indicating the order can be sent by sending the request again.

AI ships can handle the order to drop their cargo in one of three ways. They can ignore the order and if they choose this route, their threat level won't change and they'll simply keep flying along. They may also choose to jump away shortly after ignoring the order. They can also decide to turn and attack you rather give up their cargo. If they decide to attack, their threat level will immediately change to hostile. Lastly, they can choose to give up their cargo to avoid a risky combat engagement. AI ships have been given the ability to analyze situations when making their decisions. They'll consider how your ship compares with their own, what they may or may not have in cargo, and will apply a random element of decision making emulating what kind of 'mood' they might be in at the time. So if your ship frame is more powerful (moderate bias is given to more combat capable military spacecraft, but they can't store/carry as much) and the targeted ships are carrying cargo, you'll likely be more successful overall. If the AI ships have more powerful frames and/or they aren't carrying cargo, you'll tend to be ignored or attacked more often.

This new additional gameplay option will have a net effect of increasing the value of cargo scanners by allowing you to analyze a ship's cargo bay before deciding to send a drop order. You can perform such scans and also consider ship comparisons to gauge the risk-reward factor as part of your decision before sending an order. Players can also issue this order to each other in multiplayer using the same two options. A text message will appear in the log when an order from another player is received. For those who might want a custom voice effect to play when they send an order in single player, the customizing kit has also been updated with instructions on adding a sound file.

A new font size setting is now available in the Options > Resolution menu. Three settings are available that offer the default smaller font along with new medium and large options. Changing the font size in the main menu will apply the changes globally to all text layer characters as well as cockpit and HUD displays as they are created during the launch/loading phase. Changing the font size in the game will affect all text layer characters, but cockpit and HUD displays won't update until the next time they are reloaded. The larger font sizes can help with legibility on smaller monitors and lower resolutions.

For those working on translations, new/revised lines for the 'text.dat' file are 497-500, 601, 610-612, 776, 1166, 1196, 1314, 1406, 1736, 1761, 1762, 1769, and 2490.

Evochron Legacy SE Update 2.0288...

Version 2.0288 includes the following improvements:

- Added ability to apply custom red, green, and blue color levels to ship frames (including military frames) via new paint option in shipyard.
- By request, added customizing option to keep jump drive effects continually active at a specified minimum level between jump cycles during long distance trips with the autopilot on.
- Changes to commodity selection system for market inventories to allow for a greater chance of type duplications, particularly in specific economy types to increase potential profitability.
- In VR during training, the player must now click in the message log area to advance stages (preserving the functionality of the holographic VR menu without unwanted training stage advancement).
- For VR, the in-game holographic menus can now be accessed with either VR controller (left inputs will override right if both controllers are in point mode, best to use each individually for menu selection when needed).
- For VR, new bypass options added for VR controller flight modes to ignore axis inputs whenever a controller is set to point mode.
- Improved water shader effect when dynamic cube mapping is disabled and/or effect detail is set to 'Low' or 'Medium'.
- Improvements to axis input mapping system in Key/Button Configuration menu to better support upper range channels.
- Improvements to axis flight control system for better responsiveness and quicker access to rotational limits.
- For VR, new optional mode cap settings added to limit each controller to one specified flight control mode.
- Cargo scanning list on target detail display expanded by another character to include cargo bay numbers.
- Local Market Conditions list can now display price variations between local planet and station markets.
- Frame Configuration menu revised to increase spacing between options and icons added for categories.
- Added ability to bulk consolidate matching commodities in three or more slots with Alt-Left Click.
- Gunsight shield indicators updated to reduce clutter and provide more distinct status indication.
- Overall runtime performance improvements (roughly 5-10% on some systems, more or less on others).
- Solar cell cleaning cycle narrowed for easier contract completion and more apparent visual cues.
- Added number of cities on the surface of a local planet to savedata value set (line 158).
- Increased overall energy reserves for primary weapon system for all ships by about 15%.
- Several UI improvements including revised button frames and click range alignments.
- Smoother transitions/softer fading through clouds and atmospheric layers.
- Icons added to console menus (aligning with upper menu bar on main HUD).
- Missile lock brackets updated to fade in as a lock is secured.
- Vertical structures added to black hole accretion disks.
- OBJ format added to supported custom object mesh files.


Notes:

New lines have been added to the 'vrsetup.txt' file option for the new flight axis input bypass and control mode settings. The file is bundled with the game (in the '\media' folder under the filename 'vrsetup-bak.txt' as a backup copy, remove the '-bak' to install or copy the new lines from the backup file over to the file you are using in the same folder to add or modify options). On a related note, you can optionally double click the grip or button input mapped to enable flight control and hold it after the second click to enable a 'hold' mode, then release the grip/button to disable flight control.

You can now bulk consolidate commodities of matching types in three or more cargo bays. Previously, you'd need to use alt-right click to transfer one unit at a time over to an available bay with less than 25 units of the same material. The new added option now lets you use alt-left click to transfer the maximum possible number of units over to the next available cargo bay in sequential order. You can do this while docked or in open space.

The market commodity system has been updated to allow for the potential of more duplicate selections in inventories, both planetary and station. This means you can find more groups of a particular commodity at one location. In specific economy types (where more of a particular commodity might be available), this can result in a much higher profit potential where you might be able to buy a lot more of a commodity at a reduced price at one location to later sell (if your ship has enough cargo capacity to hold the material). Regular market fluctuations and variable availability still apply, so there can still be times of lean availability. But the previous limitations placed on duplications no longer applies. Also, the 'Local Market Conditions' list (Inventory Console > News/Information) now accounts for the planetary pricing offset values. Previously, this list would only display the baseline price levels and economy type offsets for the local sector as a whole. The list can now also display any additional planetary pricing variations in the sector. Both the displayed per unit price and the percentage offset value in the list will adjust for the differences in the planet's local market. Simply click on 'Station' or 'Planet' next to the 'Local Market Conditions' header at the top of the list to toggle between either mode.

By request, a new customizing option has been added to enable the jump drive effects to continue to remain active between jump cycles while on long distance trips using the autopilot. By default, the jump drive effects fade out during the cool down phase between jump cycles with speed remaining at the maximum X9 IDS level. With the new option enabled, the jump drive effects will continue to be rendered until the next jump cycle begins. The visibility of the effect can be adjusted with the new option. To enable it, create a text file named 'jumpdriveeffect.txt' in either the '\media' folder or an '\environment' folder and in the first line, enter the value to specify the minimum visibility level of the effects (range can be 1-199, 0 for disable). Setting a value of around 50 will keep the effects fairly dim while higher values will provide a brighter effect that obscures visibility more significantly.

The original paint option for ships has been removed and replaced. Ships can now be painted in a variety of colors using the new paint option in the shipyard. The new menu lets you add or subtract red, green, and blue color levels to both the primary surfaces of a ship's hull and/or its trim sections. This way, you can apply unique two-tone paint schemes to any ship frame, including military.

Evochron Legacy SE Update 2.0278...

Version 2.0278 includes the following improvements:

- Capital ships can now repair the player's ship during contracts/missions.
- Beam cannons are now fired directly from turrets on ALC/FDN capital ships.
- Capital ship turrets now actuate when firing any of their four weapon types.
- Capital ship beam cannons can now inflict hull damage on an opposing capital ship.
- Opposing capital ships can now engage with beam cannons outside of contracts/missions.
- Added ability to target and scan small cargo containers with the object targeting system.
- Planet-side contract waypoints now follow the rotation of the planets they are linked to.
- Waypoint proximity of planet-side contracts reduced significantly for easier/quicker access.
- Cargo container content scanning now moved to target detail display for consistency and selective scanning.
- Collision alerts added for hidden storage containers, deployable structures, solar arrays, and recovery items.
- Total playback indexes/channels of collision impact sound effects limited to reduce potential of crackling on certain audio devices.
- New optional intercept event added where an AI ship can perform a surprise attack on the player and demand they drop their cargo (see notes).
- Improvements to missile re-tasking in multiplayer when human players in control of in-flight missiles select a different target and the missiles then acquire and track the new target.
- Overall color tones and sizes of many HUD/display background graphics reduced for a more subdued look and to improve text readout visibility.
- Tabs added to upper menu bar text descriptions, most lines and dividers either removed or connected to reduce clutter.
- Gunsight rim reduced in thickness and softened in color tones, shield indicators now moved to the outside of the rim in their own dedicated frames.
- Gunsight three character readout ID labels reduced in size and surrounding line graphics removed to reduce clutter (now on tabs and readouts contained in smaller frames with rounded corners).
- Additions to customizing systems to better support a wider range of different radar sizes, readout placements, and indicator offsets to accommodate new HUD/UI elements.
- Revised font coloring system to support custom colors for in-game links and buttons (see customizing kit for details).
- Fuel capacity added to readout in inventory console and displayed color will change to red when fuel level is low.
- Savedata output system updated to account for container details to accommodate new cargo scanner display system.
- Savedata output system updated to add two new lines (191 and 192) for the jump drive status and delay timer.
- AI combat tactics improved to reduce certain maneuvering and attack limitations at wide vertical angles.
- Rare chance of rotation inconsistency (form of gimbal lock) when at/near 90 degree pitch level fixed.
- Intensity of star lens flare effect reduced and now fades in/out if in view during jump drive cycles.
- Pilot damage and kill performance statistics now displayed at the end of completed combat contracts.
- HMCS readout labels decreased in size to more closely match new forward gunsight readout labels.
- Bar graphs added to jump drive timer, collision alert, scanning status, and stealth status.
- Added ability to press Control-V to paste text into multiplayer text chat entry field.
- Radar display increased in size by about 20% for improved legibility and spacing.
- Windowed modes integrated into the 'Screen Mode' list in the main Options menu.
- 'Normal Map' button in Navigation console changed to 'Reduce Map' for clarity.
- Cockpit displays given tabs to match gunsight, many lines/dividers removed.
- Shadows added to jump drive timer, collision alert, and stealth status.
- Jump drive timer moved to above gunsight rim and below MDTS indicator.
- Target direction indicators revised for a softer, cleaner look.
- Added ability to sell damaged equipment for reduced price.
- Companion app updated for new cargo targeting system.
- Sound effect added for capital ship beam weapons.
- Capital ships increased in size by 250%.
- Capital ship cruise speeds increased.
- Minor fixes.


Notes:

A significant portion of this update focuses on HUD and UI improvements based on feedback over the last few years. After consolidating and prioritizing the comments/suggestions/requests based on popularity, the key elements that I focused attention on were improving the contrast between HUD/display frames and background graphics with their respective readouts and indicators (primarily so that the latter would stand out better), reducing clutter, optimizing screen/display space, and increasing the size of the radar (both 3D and 2D modes). For any players who wish to restore the original HUD elements, gunsight, and cockpit display panels, check the box available at Main Menu > Options > 3D Cockpit > Classic HUD.

The customizing kit has been updated to reflect the various additions and changes. The cockpit viewing program has also been updated and now includes media for both the new image file set and the original classic file set. Most cockpit/HUD/UI modifications will generally still work the same as before, although a few offset values have been changed for better alignment with the newer designs and may need minor adjustments to accommodate designs constructed around the classic layout. Here is a list of the setting files that are affected and their changes/additions (original values for the classic HUD/UI included in parenthesis):

gauges.txt:
37th value sets the radar blip vertical offset factor, default is 0.0345 (0.4 for classic)
38th value sets the flight path marker texture offset factor, default is -0.01 (-0.02 for classic)
39th value sets the gunsight front shield indicator X offset, default is 0 (same for classic)
40th value sets the gunsight front shield indicator Y offset, default is -0.02 (0 for classic)
41st value sets the gunsight right shield indicator X offset, default is -0.01 (0.015 for classic)
42nd value sets the gunsight right shield indicator Y offset, default is 0 (same for classic)
43rd value sets the gunsight rear shield indicator X offset, default is 0.0075 (0.015 for classic)
44th value sets the gunsight rear shield indicator Y offset, default is 0.005 (-0.015 for classic)
45th value sets the gunsight left shield indicator X offset, default is 0.01 (0 for classic)
46th value sets the gunsight left shield indicator Y offset, default is -0.015 (same for classic)
47th value sets the radar nav readout X offset, default is -0.05 (0 for classic)
48th value sets the radar nav readout Y offset, default is 0 (0 for classic)
49th value sets the radar thc readout X offset, default is 0.1 (0 for classic)
50th value sets the radar thc readout Y offset, default is 0 (0 for classic)
51st value sets the radar mod readout X offset, default is 0.1 (0 for classic)
52nd value sets the radar mod readout Y offset, default is 0 (0 for classic)
53rd value sets the radar rng readout X offset, default is -0.1 (0 for classic)
54th value sets the radar rng readout Y offset, default is 0 (0 for classic)

hudbargraphs.txt:
1st value sets the X distance from the center of the gunsight (default value is 1.55, 1.65 for classic)
2nd value sets the Y distance from the center of the gunsight (default value is 1.45, 1.55 for classic)

targetpointer.txt
5th value sets the scaling percentage for the 3D surface (default value is 104.0, 110.0 for classic)

targetshields.txt
1st value sets the spacing of the target direction indicator's shield bars (default value is 0.33, 0.34 for classic)

A new dedicated image filename set can now be used for the classic HUD mode in Main Menu > Options > 3D Cockpit > Classic HUD. Simply added the prefix 'classic-' to the beginning of each filename to specify custom images for the classic mode. For example, the original 'b2gun.png' image file would be changed to 'classic-b2gun.png' to specify a custom image when in the classic mode. A list of all of the files with the 'classic-' prefix option is included in the revised customizing kit at the link below. All classic mode image files also go in the same '\hud' folder as any standard mode image files. The classic setting values specified above will apply automatically when the classic mode is enabled, so no custom setting file(s) would be needed if you continue to use default placement values for a custom design using the original default values. Only the 'classic-' prefix would need to be added to the image filenames themselves. To continue using any existing custom cockpit media with the new default HUD and UI elements, a few new setting values may need to be adjusted/applied for optimal calibration. Full details and sample files are available in the revised customizing kit here: https://www.starwraith.com/evochronlegacy/customkitse/readme.htm

By request, hostile and moderate AI ships can now optionally intercept the player and demand they drop their cargo in a similar way to the player being hired to hunt down an AI ship carrying contraband, but with more of an ambush approach for added challenge and risk. Such intercepts will generally only occur in disputed or hostile space (ALC or FDN faction affiliation) or where the player is not allied with any ships in the area (IND faction affiliation) and if they are carrying desirable cargo that an AI ship decides they want. The player will also usually need to be alone to be vulnerable enough for an AI ship to consider an attack. So one way to avoid intercepts is to hire another ship to join your fleet in single player or fly with a friend as part of your fleet in multiplayer. The attack will usually be sudden with the hostile ship de-cloaking close to you, then firing a disruptor and/or Lynx anti-engine missile to disable your ship, then issuing the order to drop your cargo (the order will appear in red letters in the message log along with the critical alert sound, a countdown timer indicating how much time remains before further attack, and a verbal command over the radio if voices are enabled). The attacking ship will have 'Cargo' displayed on the target detail display in place of a faction affiliation to help identify the ship demanding the cargo. You may be able to escape, successfully fight off the attacker, or can decide to drop your cargo. When prompted, you can either open the trade console (when in range) or press the jettison button/key to give the attacker your cargo quickly and automatically. You will need to act quickly however, if you are unable to escape, as the hostile ship will continue to attack until you either drop your cargo or are destroyed. Other ancillary net effects of this gameplay addition include increasing the value and function of stealth generators and stealth devices (to avoid being detected in hostile/moderate space), prioritizing some defensive combat elements in ship design and function, increasing the value of fleet ships (single player) and cooperative flying with other players (multiplayer), and increasing the value of careful route plotting in navigation to limit vulnerability. The option can be enabled or disabled in the 'Modify Pilot' menu in the main pilot profile manager menu or when creating a new profile (uncheck the option that reads 'Attacks by Hostiles for Cargo' in the bottom menu). For those working on language translations, new lines in the 'text.dat' file are 1605-1607 and 1652-1653.

The windowed modes have been integrated into the main Options menu under Screen Modes. The behavior of these modes is significantly dependent on the baseline display resolution being used, AA mode, and the selected window resolution. It is generally recommended to use the 'Standard' mode that covers an entire display surface for optimal image quality, AA modes, and task focus. But you can now enable one of the windowed modes directly in the menu. The default mode is a bordered format and supports repositioning in-game using the same alt key option that's been in the game for years. Simply hold the alt key and then click and hold on the small '+' symbol that appears in the upper right corner of the screen. You can then slide the window around to change its location. Standard Windows key controls also work in this mode, so you can press Alt-Space, then select 'Move', then use the arrow keys or mouse to move the game's window around. To enable the windowed mode, it's generally best to select the resolution you want first under 'Resolution' then activate one of the windowed modes. This guides the game to set the desired resolution first, then set the window frame size to match. If you try other sequences or otherwise run in to undesired display parameters, you can simply reselect a screen mode to reset things. A borderless option is available, but removes certain window control options and may have some unwanted stretching effects at certain settings. To enable the borderless mode, after enabling the windowed mode in the Options menu, open the 'swscreen.txt' file that is created in the game's save data folder and edit the last line to read 0 instead of 1. Then if you want the window to be at a different initial location than the upper left corner of the screen, edit lines 3 and 4 to specify the X and Y position you want to place the window at (since the manual control placement option won't be available in the borderless mode), then restart the game. You can switch to either a bordered window or standard screen mode without having to restart the game.

New bar graphs have been added below the text readouts for the jump drive timer, collision alert, scanning status, and stealth status. The bar graphs will help visually indicate the remaining time before the jump drive comes back online, the distance to the nearest collision risk, and the percentage remaining for any stealth device or generator. They are color coded to match their respective readout color. For the collision indicator, the bar graph will be wide when there is significant distance between your ship and the nearest object and will be narrow when there is little distance. The collision indicator can also adjust quickly depending on the trajectory of your ship relative to the speed and distance you are approaching the nearest detected object at. You can optionally turn off these indicators using the 'hudtext.txt' file option detailed in the customizing kit.

Contract waypoints that involve an objective on a planet's surface will now follow the rotation of the planet. When the nav marker is first set to the waypoint, it's indicator will also rotate with the planet. You can set the nav point to a different location to unlink it from the waypoint. You can also optionally right click on the waypoint marker on the nav map to reset the nav market back to the waypoint. The nav marker remains global to allow the player to set it anywhere else they may want to, including during an active contract.

You can now sell damaged equipment installed on your ship for a reduced price. The value of damaged equipment roughly scales with the amount of damage it has sustained. So you won't receive the full value for the item, but you can now get rid of it this way to make room for an undamaged replacement.

Allied capital ships can now repair hull damage, subsystem damage, and equipment damage on your ship during battle. This option is available during combat contracts and missions, if an allied capital ship is in the area. To repair your ship, simply fly below a nearby allied capital ship while on an active contract or mission. If the capital ship is able to repair your ship, a blue highlight box will appear below the hull. Then fly into the highlight box and maintain course with the capital ship for as long as needed to complete repairs. Capital ships can now play a more significant support role directly to the player in combat contracts and war zone missions.

Cargo scanning (with a cargo scanner installed as an equipment item) has been unified with the target display system. Previously, a cargo container's contents would be rendered on the HUD on top of other display elements, limiting legibility and causing some clutter. Container scanning now works just like all other cargo scanning, so a container simply needs to be targeted and its contents will now be shown on the target detail display. You can selectively scan containers this way and now all cargo scanning is shown on the target detail display consistently. The system will also toggle through the first 5 bays of contents, then the second 5 like it does with scanning cargo on ships. The companion app has also been updated to accommodate the new cargo targeting system, the APK is available here: https://www.starwraith.com/evochronlegacy/customkitse/Evochron8-CompanionApp.apk

Evochron Legacy SE Update 2.0248...

Version 2.0248 includes the following improvements:

- Items for Sale scroll bar moved to the right side of list and list index numbers added.
- Other inventory console scroll bars updated for improved response and click ranges adjusted.
- Gun turret mode pitch control aligned with flight control axis input settings for consistency.
- Enabled ability to trade cargo from AI/NPC ships in multiplayer to align with single player options.
- Added '-lang' filename options to 'bitmapfont32b.png', 'bitmapfont32c.png', and 'bitmapfonts.evo' character image sets in the '\media' folder for custom/translated files.
- The 'Asteroids' button in the nav console's local points of interest menu can now be used to plot a safe jump point near an asteroid field.
- Improved lens flare bypass detection in external views for capital ships, asteroids, comets, and station/city modules.
- New loading circle for startup and when connecting in multiplayer (including active mouse response for the latter).
- Certain activity/response AI/NPC radio chatter enabled for multiplayer mode to match single player.
- AI/NPC ship cargo loadouts in multiplayer better aligned with single player types and quantities.
- Minor flickering that could occur when certain station modules were connected together fixed.
- Collision and weapon impact shake effects left/right movement improved to be more balanced.
- Server programs updated to better handle very rare potential out of range array error.
- Fuel and countermeasure bar graph options in custom cockpit display system corrected.
- Improvements to AI navigation around station modules in open space.
- Option added to play a custom sound when mining probe finishes.
- Fix for button input bypass when mapping controls.
- Afterburner shake effect reduced.
- Minor improvements.


Notes:

Cargo carrying capacity for AI/NPC ships has been expanded in both single player and multiplayer. Previously, there was more of a total bay restriction in place for single player and a one bay cap in multiplayer for various gameplay reasons in the past. These limits have now been removed and the system expanded to support certain ship types being able to carry up to 10 bays of commodity cargo in either mode. Ships with restricted cargo capacity due to design limitations will carry less, but it's now possible for them to also carry contents up to the bay limit of their ship's design. These changes have been applied to accommodate player requests for expanding ambush and overall combat reward opportunities.

Players can now trade directly to and from AI/NPC ships in multiplayer using the trade console in the same way they can in single player. The only difference being that a player will need to keep pace with a ship they are trading with in multiplayer as it will continue to move rather than stop as in single player for various gamestate requirements. So it's recommended to join formation and course align with a ship before sending a trade request.

When adding custom cockpit displays, applying the fuel or countermeasure value in bar graph form could result in the indicator exceeding the frame of the display. This has been corrected so both values now properly align with their frame design limit and relative quantity value.

The 'bitmapfont32b/c.png' and 'bitmapfonts.evo' file options for custom in-game text characters have been updated to align with the other text file options to optionally include '-lang' in their filenames to preserve the default files and retain any custom files after updates. Details available in the updated customizing kit: https://www.starwraith.com/evochronlegacy/customkitse/readme.htm

Evochron Legacy SE Update 2.0228...

Version 2.0228 includes the following improvements:

- New AI/NPC station attack system implemented (see notes).
- Visual indicator and numerical value for signal input added to axis mapping menu.
- Price for shield recharge packs (installed on secondary hardpoints) reduced by over 50%.
- Higher precision mouse input system implemented for smoother mouse look and mouse flight control.
- Improved beam cannon collision detection and damage deletion when other objects are in the way of a target.
- Station module destruction events are now recorded in the flightlog (both remote for station attacks and local).
- Indicator characters also added to station module destruction events in multiplayer for flightlog ('(MP)').
- Science crew member's ability to detect and report permanent storage containers in space increased significantly.
- Commodity prices, market offset percentages, region index, and station attack status added to savedata value set.
- Added twist rotation animation to in-cockpit joystick (still switchable with 'joystickthrottle.txt' file option).
- Improved error handling with control devices that are defective, broken, or otherwise return invalid values.
- Added ability to view current save data folder (hold mouse pointer over game logo in pilot profile manager).
- Added option to specify custom station attack alert sound effect (see customizing kit).
- Custom quest scripting system updated to accommodate specific station attack events.
- Cargo scanners can now display equipment and weapons stored in a ship's cargo bay.
- Profile backup system implemented with the station attack system (see notes).
- Improvements to specular effects to reduce over saturation at some angles.
- Shadows for plants on terrain added to 'Very High' shadow detail setting.
- Sound effects volume now automatically reduces during training.
- Improved collision detection and landing behavior with moons.
- Performance improvements for loading data during jump cycles.
- Cursor now made to blink in create and modify pilot menu.
- Training mode text, audio, and indicator improvements.
- Alternate language filename options added (see notes).
- Minor fixes.


Notes:

A new AI/NPC station attack system has been added to introduce optional and occasional attacks against station modules by computer controlled ships. The new system introduces the potential for any station (both default and player built) to be significantly destroyed, which some players have been requesting in order to introduce new elements of risk and challenge in combat through spontaneous occasional attacks at random locations. Such feedback over the years has been the basis for how this system has been designed (including a focus on making it optional with a lot of adjustable parameters). Several tweakables are available, giving the player control over which factions initiate attacks, how frequent the attacks occur, how long the attacks last (response time provided to the player before modules are potentially destroyed), how close the attacks occur (in the same sector or across the quadrant), and what chance of success they will have in destroying modules. A grace period is also provided to suspend automatic simulated module destruction until the duration timer reaches critical, giving you most of the time to reach the attack sector before modules are destroyed. Modules can be destroyed either in real time if you are present or simulated if you fail to reach the attack sector before the timer reaches critical. Attacks can occur for both allied and enemy factions, so the player can respond to an attack alert to help their faction in a strike against an enemy station or respond to defend their faction from an attack by an enemy faction. There is incentive to make the journey to respond to attack alerts both for success in offense/defense as well as a significant potential reward for defense engagements. Responding to a station attack against your faction waives all hangar transaction fees and discounts all commodities in inventory (by about 50%) for the duration of your stay in the sector or until you exit the game.

It's important to gauge if this is of interest to you and if you want to accept the risk before enabling the station attack system (it is off by default to preserve all existing station structures). The effects of station modules being destroyed in single player are permanent for your save game/profile. Modules destroyed in multiplayer will only effect the data with the server you are playing on. Also, station attacks will only occur in multiplayer when there is at least one player connected to receive the alerts and take action along with the server operator enabling the option in the server program's configuration file. The same options available in single player for the station attack system are also available server-side for multiplayer, lines 820-828 in the revised 'text8.txt' configuration file.

To help keep track of which station modules are destroyed in single player where things are saved with your profile, each destruction event is recorded in the flightlog. This way, you can refer back to which modules have been destroyed for rebuilding replacements later on. If you enable the local only option, station attacks won't activate until you are in a region that has sufficient enemy numbers to engage in the attack (ie disputed system in active conflict). Also, a local attack can progress slower over time since any hostile ships will be inbound and may not immediately be at the station when the attack alert is first received. Enemy ships can also jump in more frequently during an attack.

Station attacks will generally only occur in disputed systems (ALC vs FDN) or in war zones (Vonari vs either ALC or FDN). Disputed systems (yellow regions on the quadrant nav map in territory control mode) are those actively engaged in battle between the two primary factions while war zones are where active battles with Vonari are taking place. Regions under full control (green or red level) won't have enough opposition to initiate station attacks. So another strategy that can be employed is to travel to a region that is fully under enemy control, build a station there to help bring in reinforcements and supplies, then continue the attack until the region reaches a disputed level. At that point, not only will more support be available for combat operations in general, but the region will also be opened to station attacks by your faction. When a station attack begins, a text alert will appear in the message log providing the sector location, attacking faction, and name of the station being attacked. An alert indicator will also appear in the upper right corner of the HUD providing the time remaining to respond, attacking faction ID with an arrow pointing to the ID of the faction being attacked, and sector location of the attack. The alert will be yellow in color until roughly the last minute, then it will change to red to indicate critical status if you are not present in the sector where the attack is taking place and potential module destruction is imminent. Not reaching a sector to defend against an attack before the alert reaches critical can also result in a loss of a reward offer from a station.

To enable the option, simply create a new profile or modify an existing one in the pilot manager menu and the station attack options will appear in the lower menu frame. Then check the options you want to enable and adjust the variable values using the sliders, if desired. You can later change these settings to your liking with the 'Modify Pilot' option if you find you'd prefer different parameters.

To enable the option for multiplayer, server operators can edit the lines in the 'text8.dat' file referred to above. Once enabled, a player with admin authority on the server can also optionally suspend station attacks temporarily if desired with the admin command: 'password pausestationattacks' and attacks will be suspended until you send the command again. If any attack is active when the command is sent, they will finish their cycle before suspending the next attack.

If you'd rather not contend with the potential of station modules getting destroyed by AI/NPC forces and/or would rather not be involved in that line of broader combat engagement, you can leave things as they are with your profile. Also, you can engage in station attack battles in multiplayer without it effecting your single player profile status. As an additional measure of protection and backup, the game will also now make copies of your save game/profile whenever a station attack occurs and modules are destroyed. These backups are kept in a folder named '\SaveFileBackup' inside the main save data folder (default location is '\Documents\EvochronLegacySE'). Each time a backup is made, a copy of your profile is saved to the '\SaveFileBackup' folder with a sequential number after the 'se' in the profile's filename (for example, a new backup copy of the first profile in the list would be saved as 'pilot0se1.sw' and a second would be 'pilot0se2.sw' and so on). Up to five backup snapshots of your profile are preserved this way and the range of 1-5 will be from newest to oldest. If you lose a station's command module or other modules you want to keep due to a station attack, you can restore a previous state for your profile by copying one of the backup files from the '\SaveFileBackup' location over to the main save data folder and then remove the last number in the filename (replacing the old profile that is there as desired). Your profile will then be restored back to the last state it was in when the backup file was saved.

For those working on language translation, new/changed lines in 'text.dat' are 2, 251, 275, 276, 337, 338, 557, 566, 587, 2305-2308, 2766, 2778, and 2869.

Alternate filename options have been added for the 'itemdata.dat', 'optionsdata.dat', 'systemdata.dat', 'techdata.dat', 'text.dat', and 'traintext.sw' files. Simply add '-lang' to the filename to provide alternate text files for the game to load (example: 'text-lang.dat'). This way, you can apply custom text files for the game to load without overwriting the default files and without having custom files overwritten when updates are installed. Instructions have been updated to include details about the new station attack system as well as the customizing kit being updated for new options. Also, the listed minimum video memory requirement has been changed to 2 GB to better accommodate a higher margin for custom media and to reduce chances of below minimum memory conditions on systems with only 1 GB that have a significant portion consumed by other background programs.

One of the new effects of changes to the beam cannon collision system includes better protection behind objects when targeted (and MDTS locked) by a hostile ship. If you are taking cover behind an object, an opponent won't be able to reach you with locked beam cannons as easily as they could before. Another effect of the changes involve capital ships. Beam cannons now strike and stop on the surface of capital ships whether they are harmonized by the MDTS or not. They do still require harmonizing with the MDTS in order to inflict significant shield damage, but they no longer disappear inside the ship when fired. Also, when locked with the MDTS on a capital ship, the beams are now free to still follow the direction of your ship's nose, but will still inflict shield damage due to the harmonizing principle when locked. So they are no longer required to point toward the direct center of a capital ship, they can still inflict shield damage wherever they come into contact with the surface of the ship, the MDTS just needs to be locked (with the ship's targeting indicator inside the gunsight and the ship in range) to be effective.