What does the Override 1.0.2 Update Change?

Well, the title says it all. What does 1.0.2 do? A friend of mine has EVO 1.0.2, and I know a few features, like smoke from the missiles and another thing with the UE and Voinian fighter. What else does EVO 1.0.2 do and change?

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the AI is deadlier, and you must have an afterburner or you're dead.

there is the marine gear outfit, ect ect ect.

i think that covers everyhing

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Whoa!! Have I been dead or sumthin?? Where can I get this?

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Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

Quote

Originally posted by Whurp:
**the AI is deadlier, and you must have an afterburner or you're dead.

there is the marine gear outfit, ect ect ect.

i think that covers everyhing

**

No, there are quite a few more changes in EVO 1.0.2...

mcb

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Matt Burch
(url="http://"mailto:mburch@ambrosiasw.com")mailto:mburch@ambrosiasw.com(/url)mburch@ambrosiasw.com

The Monty Python is trickier (but still possible) against certain ships, there's smoke trails, bug fixes, turrets now take up a gun slot in addition to a turret slot, mines are illegal (mwahahaha), and some other stuff that I can't remember right now. Read the version history (although it sometimes doesn't fully reveal what's new ;)).

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"I like ice cream without chunky bits in it... they get stuck in my tubes." — Bungie's Soul

All guided projectiles except Hunter Missiles rarely seem to hit their targets in 1.0.2

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(url="http://"http://celticstarbase.tsx.org")http://celticstarbase.tsx.org(/url)
(url="http://"mailto:celticstarbase@esatclear.ie")mailto:celticstarbase@esatclear.ie(/url)celticstarbase@esatclear.ie

Eh hem... Where can I get it????

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Very funny, now beam down my clothes. These ladies look rest-less..... uh-oh...

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Originally posted by Alien 5672:
**Eh hem... Where can I get it????
**

sigh (url="http://"http://www.AmbrosiaSW.com/games/evo/addons.html")www.AmbrosiaSW.com/games/evo/addons.html(/url) or (url="http://"http://www.AmbrosiaSW.com/games/evo")www.AmbrosiaSW.com/games/evo(/url)

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Quote

Originally posted by Toothpaste:
turrets now take up a gun slot in addition to a turret slot

That's been the case since 1.0.1..

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Excusez-moi, ętes cette votre tęte?

AIM: evandrewm

Change history:

Version 1.0.2 -- Initial released 6/5/2000

-- Removed spaceport bar from Verrill prime after destuction

-- Fixed a bug that sometimes caused the warp out sound to play multiple times

-- Changed default secondary trigger to the control key

-- Fixed some spelling errors in various mission text

-- Added a field to force up to 4 pers ships to always appear in a system

-- Weapon ammo type -999 will now cause the firing ship to be destroyed

-- Added ship type pilot skill variance

-- Finally fixed the bug that would cause all ships to appear the same

-- Zidagar ships given natural fuel regeneration (not player)

-- ships with solar panels (including player) given natural fuel regeneration

-- shield-related outfits drain fuel

-- UE Cruisers will appear via dudes after appropriate missions done

-- certain weapons (dispy rockets, defence pods) will detonate when count is up

-- brief 'Fine' mission added in relation to space mines

-- a few other changes implemented for b4/5

-- Made beams display a little nicer

-- Added a little randomness to keep computer ships from stacking up

-- Afterburners implemented for numerous ships.

-- shields reduced slightly for all fighters and other highly manoeuvrable ships

-- missing STR# added for Miranu Station (found this one myself : )

-- smoke trails implemented for a few weapons

-- x-offsets implemented for a few ships (UE and Voinian fighters)

-- marine outfit is given out to player during the UE D'Erlon missions

-- blind spots implemented for a few ships (human freighters and cargo transporters)

-- Missions can take away the player's money if desired

-- Added an activate-on-bit-cleared option to oops resources

-- Purchasing outfit items can alter mission bits

-- Outfit items can have secondary effects

-- Fleets can be controlled by mission bits

-- Allowed default inherent AI type in dude resource

-- Added flags to make AI ships more selective about missile selection

-- Beam weapons now stop when they hit something

-- Extended most resource templates by a few bytes for future expansion

-- Added a StartBitSet field to mission resource

-- Made the planet picture in the communication dialog a little nicer

-- Added a flag to optionally show target's armor on status display

-- Added mission bit support to 'dude' resources

-- Added a flag to support flak-type weapons

-- Added projectile weapon strength decay option

-- Adjusted freefall bomb speed

-- Added support for anti-fuel-scoop type outfits that drain fuel

-- Added oufit resource picture conflict workaround

-- Ships can have default outfit items at purchase time

-- Ships can have inherent fuel regeneration ability

-- Fixed a bug that was causing turrets to be somewhat inaccurate

-- Fixed the crooked beams problem

-- Fixed the start-disabled flag in the govt resources so it works again

-- Added the capability for AI ships to use afterburners

-- Added a "Marines" outfit type for plugin developers to use

-- AI ships can perform slightly more complex combat maneuvers

-- Added a fix for the users who couldn't hyperspace

-- Added reverse target-cycling (hold down shift + target key)

-- AI ships are no longer confused by rear attacks

-- Fixed a bug that would prevent some fleet types from appearing

-- Improved beam visibility slightly

-- Added ability to specify turret blind spots

-- Added the AvailShipType field and some related flags to the mission resource

-- Fixed the flickering communications message bug

-- Cycling targets once again allows a "no target" selection

-- Added an x-offset capability for unguided projectiles and beam weapons

-- Moved the armor indicator label into a pict resource

-- Made combat AI difficulty proportional to combat rating

-- Weapons can have smoke trails

-- Added a RefuseBitSet field to the mission resources

-- Unlicensed copies of the game no longer crash on startup

There ya go...PEACE YO!

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~Kwanza~

"Quoted the Kwanza Man...nevermore"

AIM: Kwanzar26

Kwanzasoft Graphics
(url="http://"http://www.crosswinds.net/~kwanza")www.crosswinds.net/~kwanza(/url)

Quote

Originally posted by Captain Carnotaur:
**Well, the title says it all. What does 1.0.2 do? A friend of mine has EVO 1.0.2, and I know a few features, like smoke from the missiles and another thing with the UE and Voinian fighter. What else does EVO 1.0.2 do and change?
**

The big ones are 1) all guided weapons are now useless, since everyone
except you has a killer ECM. 2) Computer-controlled fighters are a lot
more aggressive and actually shoot their opponents.

Basically, 1.0.2 makes combat a lot more fun.

so they made it harder....?

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The AI does its job...Nearly all kinds of guided missiles hit their target, the monty python technique is harder (you need a really fast ship) and there is many other changes I dont remember...

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"Terrorists are here to terrorise"!
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