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Evochron Legacy SE News

Evochron Legacy Update 1.0888...

Version 1.0888 includes the following improvements:

- Jump drive animation sequence updated to retain view direction when using mouse, HAT, and key view controls.
- POV/HAT inputs now display corresponding green box highlight marker next to mapped control inputs when pressed in key/button configuration menu (aligns with button behavior).
- Added ability to set custom text character sizes for HUD secondary direction indicators and target direction indicator independently.
- 'Clear Key' option would often set key binding to 'Z' in key/button configuration menu, fixed.
- Planetary terrain processing and collision systems updated for improved performance.
- 'Screen Mode' setting moved to second line in Game Options menu, below 'Resolution'.
- 'Terrain Updates' setting added to provide adjustable processing levels (see notes).
- Axis specific deadzone values for horizontal and vertical view controls fixed.
- Zoom control rate in external view modes now scales with tracked ship size.
- Enemy missile contrails would sometimes not be rendered, fixed.


Notes:

Custom text character sizes can now be selected for secondary ship direction indicators and the target direction indicator independently of the global text character size value. Using the \hud\hudtext.txt file option detailed in the customizing instructions ( https://www.starwraith.com/evochronlegacy/customkit/readme.htm ), two new lines have been added to the end of the file to provide unique values for those readouts. Also, the new values can be set to '0' to remove them completely so any custom graphics for these indicators will be displayed with no text readouts. The second to last line specifies a unique size value for secondary direction indicators, the waypoint direction indicator, nav direction indicator, quest direction indicator, cargo box direction indicator, and asteroid direction indicators. The last line specifies a unique size value for the target direction indicator specifically. These new options will allow modification of these indicators separately from the global size value specified for the cockpit MFD's (the initial value in line six is now linked to the cockpit displays separately). If no custom values are specified in these lines, then the new values will default to the global MFD size value.

A 'Terrain Updates' setting has been added to the main Game Options menu as part of the retooling and rewriting of the planetary terrain system. This new option lets you directly control the amount of data processed during each frame cycle. Previously, there were four pretty static stages for each terrain section update, each requiring a sizeable operation for specific attributes until a terrain section was constructed. The new variable staging systems allow certain operations that previously required such large single stages with longer time requirements to be split up into separate operations across multiple passes. And they can do so dynamically by monitoring the time and then scaling the volume of operations to meet target performance goals for improved framerate levels and/or stability. So you can now adjust this setting to tune the staging systems to what your computer can handle. If your system is slower, the game will now automatically scale back how much data it processes per loop to try and keep the framerate as high and stable as feasible within the update setting you select. As before, you can also still reduce the traditional planetary terrain detail setting to lower the data overhead the game manages overall to help reduce any performance related issues further.

Evochron Legacy Update 1.0878...

Version 1.0878 includes the following improvements:

- Introduction of new optional 'Set Axis' throttle control mode designed for gamepads.
- Missile damage table updated for better overall alignment with heavy class military ships.
- Improvements to jump drive exit cycle to prevent view/direction mode changes and rendering anomalies.
- Improvements to sector transition systems to prevent missed station/city module state packets due to excessive loading/performance delays in multiplayer.
- Changes to planetary proximity systems to prevent rare potential for ship destruction at particular jump arrival points.
- Improvements to planet terrain detail staging to prevent occasional flickering at certain distances/angles.
- Improvements to IDS off/inertial physics behavior when near planets with thin/no atmospheres.
- Docking fees for IND faction players could potentially be higher than indicated, fixed.
- Minor UI improvements (alignments and click ranges).


Notes:

This update is primarily to fix the remaining known/reported issues. But it also introduces a new 'Set Axis' throttle control mode that allows an assigned throttle axis to control the set velocity level with an auto-centering stick axis input. This is to better accommodate throttle control on gamepad controllers with thumb sticks by allowing the player to push up on the stick to increase the set throttle level or down to decrease it (mapping is also still reversible as may be desired). Then when the player releases the thumb stick to its auto-centered position, the set throttle level will remain where the they set it. This is done with variable input control just as with the default mode, so moving the stick slightly will increase/decrease the set throttle level slightly while greater movements will adjust it faster. The new set axis mode also supports the deadzone adjustments so you can expand or contract the input response from center. Axis afterburner control and full range selection can also still be used with this new mode when enabled. To enable the new mode, check the box next to 'Set Axis' next to the throttle axis you've selected in the axis configuration menu.

Evochron Legacy Update 1.0848...

Version 1.0848 includes the following improvements:

- Smooth scrolling added to message log line removal sequence.
- Smooth scrollbars added to menu lists that were previously more staged.
- Added support for reverse afterburner with axis control input when full range throttle mode is active.
- Revised jump effect to render sequential warp tunnel animation during jump phase (rather than fade to white).
- Traffic control directives for gate entrances now optionally enforced via fines if player does not follow them (arrivals and departures).
- 'Enforce Docking Directives' option added to modify and create pilot profile menus to enable or disable new enforcement option (off by default).
- Cargo bay transfer/selling mechanisms changed to prevent player from discarding equipment or weapons by holding alt key down and then left clicking twice on the item in the cargo bay list while docked.
- Fix for issue that could cause strange physics behavior when variable forward/reverse inertial thruster control was used in conjunction with the IDS being turned off at low speed and at least two rotational control inputs applied.
- 'Station' button in nav console local points of interest selection menu now places nav point near station rather than directly inside it to provide time for following traffic control guidelines.
- 'Carrier' button in nav console local points of interest selection menu now also places nav point near carrier rather than directly inside it.
- 'Watch for traffic' and 'pattern is full' audio messages now play if a hangar gate entrance is blocked sufficiently to require a redirect of player.
- Sequential radio chatter system implemented for docking directives to play follow up message to player when redirect is required.
- Docking directive audio messages sent to player now given priority over all other radio communication (will override).
- Turning practice training stage updated to be more forgiving in precision (pitch limit increased from +/- 4 to 10 and more time added).
- Local points of interest list on nav console now lets player select locations in remote sectors once zoomed in on them.
- Minor fixes and some planned finishing touches for a few UI and code cleanup/efficiency elements.
- Text message now displayed in message log for traffic control gate entrance/exit directives.
- Docking pathway lights now align with directed docking entrance once directive is given.
- Improvements to radio chatter system to prevent interruptions and missed directives.
- Jump effect warp tunnel modification option expanded to support variable brightness.


Notes:

By request and to accommodate the new optional docking directive enforcement option, the 'Station' button on the local points of interest list ('Local Pts' on the left side of the nav console) will now place the nav point near the station in the direction the player is jumping from rather than directly inside it (similar to how the 'Planet' and 'Moon' buttons work). This way, the 'Station' button can be used to more easily arrive near the station with space left to navigate to the directed gate entrance announced upon arrival.

When docking directive enforcement is enabled, players will be fined for not following the radio directives broadcasted by the dockmaster. This is enforced for both arrivals and departures. Text messages of docking directives are also now displayed in the message log for additional reference and the docking pathway lights will also line up with the directed entrance for visual reference (will do so once the directive is announced). Such fines will only apply if the player has a certain minimum level of credits. Docking directives and potential fines are focused on AI traffic patterns in relation to the player. This is also true in multiplayer, so players can fly together and handle their own formations and docking patterns.

The local points of interest list has been further updated to provide selecting nav points to detectable object locations in other sectors, rather than only the sector that the player is currently in. So in effect, the list can be localized to any sector in range for jump/nav point selection to specific objects in space without requiring right clicking. The list will update for a selected remote sector as soon as the player zooms in on it. This also means that the player can select 'safer' jump points near planets, moons, and stations remotely as well as in the immediate sector. As result, the player won't have to jump to an empty area of space before using the local points list to plot a second jump point at a safe location next to a planet, moon, or station in a different sector. Only one jump is now needed, even for remote sectors.

The new jump effect provides a more persistent visual presentation during the jump process. Rather than the fade out to white with the screen freezing entirely for several seconds, that time is now handled with the jump tunnel continuing to spiral/animate. The faster the system, the smoother the animation will play as some loading operations force brief hesitations at various points, so it can't be completely smooth and may have more pronounced staging/pausing on slower systems. But the new system should provide a better overall effect than a frozen screen. Longer distance jumps will provide longer animation sequences. The 'hidefade.txt' modification option is still available with this new rendering approach, but the effect is slightly different in that the warp tunnel will fade out to black as before, but a subtle streaking star effect will still be visible during the jump process. To remove all tunnel effects, the 'ships\warpparticles.png' custom image option can be utilized to import a completely blank texture as desired. The image option can also be used to apply a unique visual tunnel effect with a separate dedicated texture surface (without the spiraling tunnel during the later stages of the jump cycle). For anyone interested in using the original fade to white effect, a value of '2' can be used in the first line. A new option has also been added to the 'hidefade.txt' option that allows for variable brightness of the warp tunnel effect. Add or edit the second line to include a percentage of how bright to render the effect. The default value is 70.

By request, reverse afterburner capability has been added for axis control input when the full range throttle mode and axis afterburner mode are both active. This option will be enabled automatically when the full range throttle mode is enabled via the checkbox in the axis configuration menu or when it is enabled manually (default right shift key). The bottom 10% or so of the throttle axis range will then engage the afterburner in reverse while above the top 90% will engage the forward afterburner as before. Also by request, forward and reverse afterburner control will both remain active for the throttle axis even when the IDS is turned off. This way, the afterburner is accessible at all times in both directions in any inertial mode on the throttle axis control. This includes the throttle axis also being mapped for forward/reverse inertial thruster control.

Evochron Legacy Update 1.0828...

Version 1.0828 includes the following improvements:

- 'Map Modes' heading in navigation console changed to 'Map Displays' for clarity.
- Performance improvements associated with planetary terrain generation and placement.
- Shader effect that could potentially cause a tiling mismatch at lower terrain detail settings fixed.
- By request, fuel recovery near stars with a converter is now variable, providing a higher rate of fuel recovery the closer the player is to a star.
- New low sample rate rendering option added to the reflection system for the 'High' Effects Detail setting.
- Mining focal point expanded to support a larger material recovery field for very small asteroids.
- Docking indicators on compass updated for alignment with center-line docking angles.
- Mining beam focal point between cockpit view and external views better calibrated.
- Instructions updated to include information about medals/achievements.
- 'High' Effects Detail setting now default for a new installation.
- 'High' Shadow Detail setting now default for a new installation.

Notes:

The 'free fuel' option with the fuel converter has been expanded in this update to provide a faster potential recovery rate based on proximity to a star. Compared to the old rate, up to over 500% more fuel can be recovered in the same timeframe at close range (about 10-12K) or around 200-400% more at a greater distance (about 15-20K).

The 'High' Effects Detail setting now includes the new reflection effects at a lower sampling rate. This should allow slower systems to render the effects with significantly better performance when the 'High' setting is selected. The 'High' setting is also now the default value for a new installation of the game (when the 'sw.cfg' settings file doesn't already exist). Likewise, the new default value for Shadow Detail is also now 'High'.

Evochron Legacy Update 1.0818...

Version 1.0818 includes the following improvements:

- By request, mouse wheel now controls SY sector level in Navigation console Slide Mode.
- 'Center' button in Navigation console can now center to selected nav point if it is outside the current sector.
- Specialized mining beams now report/behave the same when installed on a terrain walker as when installed on a spacecraft.
- Optional single key and button control support for maximum energy bias selection added.
- 'Control Type' in Options menu renamed to 'Flight Control Type' for clarity.
- Option to select a custom level of plants in single player added.
- Improvements to reflection rendering system.
- Minor fixes for navigation console systems.


Notes:

By request, an option to select a level of plants on planets that have them in single player is available via a custom file option (plantsettings.txt). The file needs to be created and placed in the game's install folder and the first line tells the game how many plant entity indexes to include for each primary placement zone. The value specified in this file will override any settings selected in the Options menu (default values range from 8 to 24 for Low, Medium, and High/Very High terrain detail settings), so you can control plant count independently with this option. Available range is 4-200. There can be a significant performance impact for higher values.

The 'Center' button in the navigation console can now center the map to the selected nav point when clicked. This option will let you reset the map to the nav point even if it is far away without having to manually reselect sector coordinate locations on the quadrant map to find it again. If the map is already centered on the nav point, then clicking the button again will center the map back to your ship's current sector location. This way, you can also toggle between the two locations.