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Evochron Mercenary

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Community Announcements - SFSW
Version 2.848 is now live and includes the following improvements:

- New scaling option added to modification options for 3D radar.
- Positioning of 3D radar and target object display updated for improved positioning and more modification flexibility.
- Several container locations repositioned to be more accessible, more now also allowed to orbit planets as debris.
- Option to lock the mouse pointer to the display field during gameplay added to Options menu.
- Water shader updated to prevent certain indicators from casting a reflection.


Changes to the 3D radar and target display may impact some cockpit mods using non-default placement values in the gauges.txt file. So some mods may need to update some of the position values. While testing, I discovered that some cockpit mods used old gauges.txt files that also lacked shadow placement values for the chase view mode. So for a few of them, I've updated the gauges files myself to provide proper alignment for the radar and target display as well as including shadow placement values that they lacked before. The new values for the 'SilicuMax' and 'Perch' cockpits are available in the customizing forum here:
SilicuMax: http://www.starwraith.com/forum/viewthread.php?tid=10093&page=3#pid170374
Perch: http://www.starwraith.com/forum/viewthread.php?tid=9243&page=4#pid170373

The new Mouse Lock option can be optionally bypassed in the exit menu while the game is paused as well as during gameplay by toggling the mouse flight-to-selection control lock mode (press both Alt keys to toggle on or off).

For more update information and details, the game's official news page is here: http://www.starwraith.com/evochronmercenary/about.htm
Community Announcements - SFSW
Version 2.828 is now live and includes the following improvements:

- 3D radar updated to reflect distance as well as direction via blip size scaling based on proximity.
- AI controlled capital ship pre-jump point placement scanning accuracy increased to reduce potential jump point collisions.
- Under certain conditions while travelling in deep space, a station license for a player built station could be lost, now fixed.
- Certain contract actions in multiplayer could result in effects on single player reputation levels, now locked.
- Rotation input adjusted to provide a more linear result throughout the full range of variable control.
- Variable input control reversed for inertial forward/reverse thrusters and aligned for linear input.


For more update information and details, the game's official news page is here: http://www.starwraith.com/evochronmercenary/about.htm

For reference, here are additional changelogs for past updates over the last year:


April 8th, 2014
Version 2.808 is available for download. This update includes the following improvements:

- IDS scale level control can now be mapped to an axis channel input.
- Improved resolution detection systems for initial launch and Game Options menu.
- Shield array energy augment controls can now be mapped to directional HAT inputs.
- Jump drive system updated to let player select an exit velocity via throttle and IDS scale level.
- If a partial disconnect occurs in multiplayer, the game can now attempt to automatically reconnect.
- Multiplayer exit weapon fire detection now focuses only on gunfire and missiles fired at and by player.
- Additional integrity check added for player built stations in profile saving system.
- Gray sphere would appear on rare occasion after a jump drive exit, now fixed.
- Click range for down buttons in message log adjusted for better alignment.
- Multiplayer exit countdown timer duration reduced to about 5 seconds.
- Improved multiplayer partial disconnect detection system.
- Fuel tank sizes increased to 500 units from 400 units.


The server program has also been updated for this build and includes the following improvements:

- Option to auto-save the chatlog via entering a text marker as a message added (text2.dat lines 850 and 851). Can be used by server operator (no brackets) or client (entered in brackets, subject to specified admin password).



January 8th, 2014
Version 2.788 is available for download. This update includes the following improvements:

- SX, SY, and SZ sector coordinate labels added to passenger delivery description line.
- Much more forgiving racing system implemented with larger courses allowing for more room to maneuver.
- MDTS indicator displaying a lock after being deactivated then reactivated with no target in gunsight fixed.
- Exit menu and respawn menu multiplayer text chat system now uses selected in-game clan or sector secure chat mode.
- Mod options added to nav map to allow changing coordinate labels (text.dat lines 1631-1635).
- '+' and '-' characters added to arrows on nav map to more clearly indicate directional values.
- System for 'ffenable.txt' file updated to correct value mismatch that occurred occasionally.
- Asteroid collision check with mining beam reduced in size for more accurate placement.
- Precision of local client ping and related timer calculations increased.
- Minor click range improvements to the UI.




October 8th, 2013
Version 2.728 is available for download. This update includes the following improvements:

- Gun turret hull armor indicator now changes color based on damage level.
- Control axis mapping system updated to better support inertial thruster invert selection on systems with multiple devices.
- Alt key option added for weapon and shield energy management selection for quickly setting to maximum/minimum levels.
- Text notification now displayed in the message log when payment is received from a fleet ship after completing a mining cycle.
- Nav map point selection now applies two sector coordinate values relative to map orientation, X and Z for top view, X and Y for rear view.
- When zooming in on the nav map in rear view mode, maplog waypoints could block left click nav point selection, now fixed.
- When transitioning from terrain walker back to spaceship, engine sounds might not restart properly, now fixed.
- Custom music files above group level 3 may not load correctly under certain folder conditions, now fixed.
- Several minor bug fixes.




July 8th, 2013
Version 2.708 is available for download. This update includes the following improvements:

- Faster pre-generated planet terrain building system added.
- Systems with intermittent read/write hard drive reliability problems could encounter an error 105 during loading at around 30-50%, new loading processes implemented to reduce error potential on such systems by generating more content in memory.
- Minor issue with message log shadow resulting in mismatched alignment when no lines of data are contained fixed.
- Using station detonators in single player could result in the flight timer being reset, now fixed.
- Terrain walker HUD elements could remain behind after being destroyed, now fixed.
- Excessive price variations for commodities sold from planet cities fixed.
- Several minor bug fixes.




April 25th, 2013
Version 2.488 is available for download. This update includes the following improvements:

- New quadrant maps with improved system placement accuracy and image quality.
- Option to change gunsight and display coloring (hue and RGB) added to Options menu (HUD Configuration).
- New frame graphics added for navigation, inventory, and trade consoles (better aligning them with other menus).
- Under some conditions, planet terrain could be rendered at multiple detail levels simultaneously, occasionally causing subtle flickering, now fixed.
- If the game is interrupted during gameplay to the point media resources are deleted/lost from memory, it will now to auto-save the profile and attempt to reload all media assets automatically.
- If the game is interrupted during a file extraction and/or loading process by external interference or system problems causing file corruption/damage, it can now automatically attempt to clean and repair the damage next time it is launched.
- HUD Flight Path Marker updated to better indicate offset course and to account for additional factors including gravity.
- Optional Horizontal and Vertical Velocity Marker added to the HUD Configuration menu to provide legacy functionality.
- Friction factor based on velocity and atmospheric density now applies to hull burn glow effect for a better visual cue.
- Overall reputation level changing when travelling from sector to sector in the same system fixed.
- Options to set a custom value for CvC kills and clan linked contracts in multiplayer added.
- TrackIR, padlock, and mouse look view modes updated for a wider vertical viewing range.
- 400% increase in multiplayer terrain control credit for CvC kills (default value).
- Sound effect volume setting now applies to mouse clicks in main menu as well.
- MDTS auto-aiming prediction system updated for smoother movement.
- HUD indicator positions adjusted to better support stereoscopic 3D.
- Scaling option for pitch ladder added (details in customizing kit).
- Position option for compass added (details in customizing kit).
- Flight Path Marker added to 3D radar.
- Wind sound effect volume reduced.
- Several minor bug fixes.


The server program has also been updated for this build. The 400% increase in default territory control credit for clan-vs-clan kills will only apply on servers running the updated server build.
PC Gamer
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title="Permanent Link to Evochron Mercenary review">Evochron Mercenary review thumb







There’s nothing quite as liberating as finding yourself in the middle of the universe with your own ship, a million possible destinations and nothing to do except make your own fun. Mercenary. Trader. Racer. Soldier. Intergalactic power broker. Your ship can get you to your destiny just as well as it jumps between stars – if not quite as quickly.



Evochron Mercenary is one of the most absorbing takes on Elite in a long time – at least once you grapple your way onto a learning curve that involves spending more of your first hours in Wikis and on YouTube than actually in the cockpit. Your starting ship and gear are totally useless. The autopilot sees no difference between flying you to a planet and smashing straight into it. F1 is your navigation console, F3 your cargo, and F2 the “AAARGH! JUMP! JUMP!” hyperspace button. Even factoring in a spectacularly dull tutorial thrown in to show you the ropes, only the most patient space cadets need apply.



Behind this brick wall covered in severed heads awaits a universe that’s usually worth the effort, though – one where planets aren’t simply background scenery on a skybox, but places you can seamlessly fly down to whenever you like; where combat follows the laws of Newtonian physics, and where options to explore and interact with the economy continue to grow as you move from simply ferrying goods and fulfilling contracts to surviving warzones, hiring crew and a fleet of wingmen, and establishing your own bases.







All of this seems even more impressive when you consider that it’s a one-man project, and a series that began as a simple space shooter written in a game creation tool called DarkBASIC. It’s hard not to draw a comparison to the Battlecruiser series, but this one does a much better job. It’s not as ambitious, but it’s considerably more enjoyable.



Like a lot of space games, flying can be a lonely experience – as much as the other ships you see feel like they’re up to their own business, they’re not exactly chatty. You don’t have to play alone, though; not only can you join a multiplayer server at will, you can do so with your singleplayer character and continue developing your career. It’s hardly EVE Online – maxing out at 35 players – but still handy if you have friends to team up with.



The main problem is one shared by most games like Elite: that there’s no real story to add context to your actions. Missions are generic and quickly become repetitive, while the universe has little of the atmosphere of Freelancer, Privateer or X.







Evochron does successfully convey the feel of a living place in many ways though, like the random distress calls and the other ships warping around and initiating trades with you instead of just sitting passively – and as noted, there’s plenty of stuff to explore. Even so, your sense of satisfaction has to come from your personal achievements: from finally clawing together enough gear to stand a chance in combat situations, to surviving a trip down to Sol.



There’s no middle ground here. If you’re willing to put in lots of time, and are happy to find your own fun, Evochron Mercenary will reward it with a galaxy-sized sandbox that’s all the more impressive for knowing it’s effectively a one-man project.



If you need something more structured though, or demand a game that gets to the good stuff in a hurry, don’t expect Evochron Mercenary to show any mercy as it silently points you to the nearest asteroid mine.
Announcement - Valve
Save 50% off the Evochron Mercenary during this week's Midweek Madness*!

In Evochron, you are free to seek your fortune as an independent mercenary in an adventure directed by your choices, abilities, and accomplishments. Each player can bring their unique skills and interests to the game, forming clans for cooperative goals or remaining solo to complete objectives on their own in true freeform space-sim gameplay.

*Offer ends Thursday at 4pm Pacific.

Product Release - Valve
Evochron Mercenary is Now Available on Steam and 20% off until Monday January 23rd 10AM PST.

In Evochron, you are free to seek your fortune as an independent mercenary in an adventure directed by your choices, abilities, and accomplishments. Each player can bring their unique skills and interests to the game, forming clans for cooperative goals or remaining solo to complete objectives on their own in true freeform space-sim gameplay.

...

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