Evochron Mercenary 1.208 available...

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Evochron Mercenary 1.208 available...

Post by Vice »

Evochron Mercenary version 1.208 is now available for download and includes the improvements and fixes listed below. This update is required for multiplayer compatibility.

The installer also works as an updating program for older versions of the game. It can be downloaded at: http://www.starwraith.com/evochronmerce ... nloads.htm

Version 1.208 is available for download and includes the following improvements:

- Talison war zone updated with easier combat objectives for new players.
- Combat Pilot role now starts player in Talison war zone with immediate access to combat contracts.
- Shadow effect added to descent/docking guide bars for improved visibility in planet clouds and nebulae.
- Shadow effect also added to the HUD strafe indicator for improved visibility in planet clouds and nebulae.
- Clan territory control values now do not decrease over time when at least one member of the clan is online.
- Voice chat system updated for improved compatibility and performance on a wider range of systems.
- Clan territory control values in multiplayer now hold at 100% for a longer period of time.
- 'Arc' control sensitivity mode integrated with the standard 'Medium' and 'Low' options.
- Gas planets with vertical ring orientations adjusted to be aligned on the equator.
- 'Clan Only' mode added to quadrant map for viewing only player's clan levels.
- Player built station capacity doubled and additional integrity system added.
- Planet ring dust clouds not properly reappearing after respawn fixed.
- Adjustable IDS throttle scale options added (1X-5X selectable).
- IDS throttle scale mode indicator added to ship status display.
- Duplicate equipment installation in station hangars fixed.
- New position options added for custom text fonts.
- Lightning added to gas giant planet atmospheres.
- Pay for territory control increased 10 times.
- Several minor bug fixes.


For the new IDS throttle scale mode options, see page 3 of the key and button configuration menu. For voice chat, the game now uses a higher frequency of smaller packets to improve compatibility with certain security settings and programs. The customizing kit has also been updated for the new font options.
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Evochron Mercenary 1.208 available...

Post by Vice »

If you're running the last 1.208 build, it's the same. Any earlier pre-release build should update to this build.
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Evochron Mercenary 1.208 available...

Post by Stardog765 »

Thats great Vice!!!

You know what customer service means and that is refershing to see. You have me as a customer for many years to come sir.
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Evochron Mercenary 1.208 available...

Post by 49rTbird »

I am wondering if the Quadrant Nav map should default to map only, with options to see clan stats or individual clan stats. I say this as a new player could be overwhelmed by the almost unreadable map as it is now? Thoughts?;)
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Post by SeeJay »

I agree that it is very unreadable with all the clan tags there.

Maybe make the caln tags smaller in some way.
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Post by MMaggio »

Ditto. I agree also...
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Evochron Mercenary 1.208 available...

Post by Maarschalk »

I thought you could already toggle the Map settings so it is easier to read and also use the zoom function...;)
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Post by SeeJay »

Yes you can toggle, but with map zoomed in and only your own clan showing, you can hardly read the
system names. When all clans are showing you can't read a thing.
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Post by SeeJay »

From post: 100834, Topic: tid=7179, author=Eclipse wrote:Vice is already working on ssomething to improve legibility. :)
Great news. As alway, Mr Vice is one step ahead of us. LOL:D
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http://www.evochron2.junholt.se (New)
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Evochron Mercenary 1.208 available...

Post by Marvin »

:cool: I'd imagine this was a problem that couldn't be beta-tested ... it took a long time and lots of pilots, building hundreds of stations and doing a dozen times more contracts, to get the quadrant map to look like fishing line after a really poor cast.
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Evochron Mercenary 1.208 available...

Post by warsign »

Thank you sir, great improvements...
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Post by 49rTbird »

In Emerald today building stations I decided to put up a shield array before building a station. The reds could still hit me with their guns but I could not fire back. They did seem to be hold off some but I still had lots of shield damage as the photo shows.

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[Edited on 1-29-2011 by thetiebers]
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Post by Maarschalk »

I only see a little bit of shield damage on your six it is a little yellow but not much....It looks like you are being fired at from inside the buble from your six. Maybe another player or a red navy on your six that got trapped inside the shield array when it was built?...;)
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Post by 49rTbird »

From post: 101219, Topic: tid=7179, author=Maarschalk wrote:I only see a little bit of shield damage on your six it is a little yellow but not much....It looks like you are being fired at from inside the buble from your six. Maybe another player or a red navy on your six that got trapped inside the shield array when it was built?...;)
I built it before any showed up. I left the game to post then later it happened again and this time I could fire also. We could not do much damage to each other but we could hit each other. I was even able to fire my missiles. Could be a minor adjustment needed as another player said it had happened to them also.:o:(:)
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Post by Vice »

There could be a potential of beam fire still being able to hit you, although particle cannons should not. Beam weapons can punch through shield networks, but it has to be under certain conditions (and there are counter-measures that can also be done to lower the risk). Probably not the kind of damage that would hurt your ship's hull much, but certainly lower your shields to 'soften you up' in case you eventually leave the array.
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Post by 49rTbird »

From post: 101238, Topic: tid=7179, author=Vice wrote: There could be a potential of beam fire still being able to hit you, although particle cannons should not. Beam weapons can punch through shield networks, but it has to be under certain conditions (and there are counter-measures that can also be done to lower the risk). Probably not the kind of damage that would hurt your ship's hull much, but certainly lower your shields to 'soften you up' in case you eventually leave the array.
Cool, thanks for the info.:)

As an update I was killed twice when inside the Array. I found that if I put up the array I need to move farther towards the center to be protected better so I guess my ship is not centered in the Array when it goes up.

[Edited on 1-30-2011 by thetiebers]
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Post by Maarschalk »

Yes, close to the shield makes you a little vunerable.....;):P
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