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Version 1.0308 includes the following improvements:
- 'High + Smoothing' option added to Texture Detail setting in main Options menu (see notes).
- Added ability to change single player simulation options and faction affiliation of profiles (added to 'Rename Pilot' option).
- Bypass added to Steam cloud save system to prevent a folder error message if security settings/software block the game from being allowed to access the folder.
- Experimental VR rendering system converted to OpenVR to support the HTC Vive and other compatible VR devices.
- Many HUD, menu, UI, and indicator graphics have been updated for improved appearance in experimental VR system.
- Contract link in multiplayer no longer overrides jump point if player's jump drive is already activated.
- Top tier civilian frames reduced in assembly caps to accommodate absolute equipment limit.
When the Texture Detail option is set to 'High + Smoothing', the game will generate additional surface smoothing details for certain objects in the game including ship frames, ship components, station/city modules, and cockpits. The generation process will add additional loading time during the initial startup phase of the game. The benefit is that various surfaces of these objects will appear smoother and rounded for a more detailed look, rather than flatter with sharper angles. The 'High + Smoothing' setting is also more of an optional mode. If you prefer objects to have sharper edges and angles, you can use the 'High' mode as the maximum setting and full resolution texture details will still be applied. If you prefer a smoother and more rounded appearance to various surfaces of objects, then the 'High + Smoothing' mode is available as an option.
This update also adds the ability to change the single player simulation options and faction affiliation of any profile. This way, you can change the game simulation conditions for commodity prices, Econ/Tech, and territory control for existing profiles. You can also change the single player faction affiliation of any profile. Keep in mind that if you change the faction affiliation, you will instantly become hostile to the original faction, resulting in being bumped out of a station you may be docked at and immediately attacked. So before changing a faction, you may want to save your profile out in neutral space or current enemy territory first.
For anyone interested in testing the experimental VR mode, be sure to remove any vrsetup.txt file you may have in place for the old system. The new system uses a different format and list of options for that file (available here: http://www.starwraith.com/evochronlegacy/customkit/vrsetup.txt ).
Edit: July 10th, 2016 - A quick update for this build has been provided to fix the following:
- Fix for a possible error message displayed when trying to use a Saitek X65 control device on Windows 10.
- Fix for Horizontal/Vertical Velocity Marker not displaying on HUD when enabled in HUD Configuration menu.
Version 1.0298 includes the following improvements:
- Terrain Walker values doubled.
- Option to customize region territory control value indicators on nav map added.
- Fleet ships are now much more likely to stay with player if/when they explore deep space.
- High energy nebula clouds can now cause the nav subsystem to sustain damage during close lightning strikes.
- AI combat systems updated to allow enemy ships to better avoid being baited into attacks from ships flying backwards.
- New long range radar equipment item added, supporting detection of generic ship signals out to 20K and 40K (see notes).
- Minimum econ/tech level for several advanced equipment items reduced to increase potential availability in Federation space.
- The game's device control configuration system is now additionally linked to string descriptions rather than just ID values.
- Short range sensor masking capabilities for certain objects now properly active to provide correct benefits of crew and equipment.
- 'Technology' nav console button and related text lines renamed to 'Econ/Tech' to match news category title and simulation setting option.
- Added ability to right click on any nav map long range sensor blip to set the nav point in the area of a detected signal.
- Joystick/gamepad axis controls can now be enabled simultaneously with mouse flight control modes.
- Compass displays (both tape and digital) now correctly respond to nav subsystem damage state.
- Animal life indicator added to planet details section of system information screen.
- Hostile drones reduced to three in last combat training sequence.
The game's control input systems are now additionally linked to each device's string description as displayed in Windows, rather than being bound to only a static device ID value. This should allow the game to adapt to changing controller list conditions if the player plugs in new devices and/or unplugs old ones. Any device USB port changes need to be made before the game is launched (always be sure to keep the devices you have mapped controls to plugged in before launching the game). Once the game is launched, it will compare the current device list (as managed by Windows) with the list when the game was last launched. If it detects differences in the total device count or order of the device string names, it will then analyze the current control bindings for any links between the original device name(s) they were assigned to and any new device names/order. If the game finds that the device name is in a different list position than it was last time the game was played, the game will automatically apply control map changes so that the original device(s) can continue to be used when it is assigned a different ID value/rank position in the device list. The game will back up current key/button and axis control bindings before making any changes and will place the keymap8.sw and stickt.sw files in a folder named \ControlSettingsBackup within the save data folder (default is c:\sw3dg\EvochronLegacy). If you would like to bypass this system and retain locked ID values, simply create a text file in the game's save data folder (default is c:\sw3dg\EvochronLegacy) named stickidmode.txt and in the first line include the word 'enable'.
The new long range radar equipment item adds two new range modes to the 3D and 2D radar system. The LR Radar system supports detecting ship signals out to 20K and 40K. Details on a ship signal are limited to direction/distance only on the radar and will not provide full telemetry, status, or threat level information. Ships at long range (beyond full sensor/scanning detail 10K distance) will be displayed as yellow dots on the radar and no target detail information will be available for them. Ships will still be required to be within 10K range in open space for short range sensors/scanners to retrieve threat, ID, frame class, shield status, hull status, subsystem status, orientation, and velocity information. When the equipment item is installed, two new 'LR2' (20K) and 'LR4' (40K) modes will be available on the radar, indicating when one of the long range radar modes is active. The long range radar/sensor system also passively extends the detection range of lost items (which do not broadcast signal data and are well masked from short range sensors) and escape pods by about 50%. Detection range of hidden/masked cargo containers is also doubled.
The new right click option for long range sensors on the nav map will now let you place the nav/jump point marker in the area of a detected signal when using either a deployed sensor station or a sensor probe. For objects that transmit telemetry data, such as ships and deployed structures, the marker will be placed very close to the object's location. For objects that do not transmit telemetry data, such as cargo containers and shipwrecks, the marker will be placed in the area of the signal, but not precisely to it. You'll generally arrive within short range sensor detection of the object, but close range scanning and visual detection will still be useful. This way, you'll no longer have to try and guess pixel-by-pixel where to plot the nav point to a detected object, the game will now help you plot a nav point close by when using this new right click option.
Region territory control indicators on the nav map can now be customized. Images for green, yellow, red, and purple indicators can be specified for both normal map size and the zoomed map size. Image sizes are 24X32 for normal and 48X64 for zoomed. See the customizing kit for more information.
To accommodate requests for an increase in challenge from hostile AI ships when the player flies backwards, enemy ships are now allowed to break off an attack and engage other ships when in such situations under certain conditions. They are also now allowed to engage in at closer range when attacking a player flying backwards to counter attack.
Work has begun on transitioning the experimental VR system over to OpenVR/SteamVR in an effort to support a wider array of devices. I'm not sure when/if this system will become available, but we're in the early stages of the development process and converting things over.
The included instructions have also been updated for new options and recent improvements.
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