Thought this might interest y'all
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EVO Scenerio Changes:
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-- 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)
New things:
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-- 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
Recently-Introduced Bugs Fixed:
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-- mission ships no longer appear right at the center of the system
-- turret blind spots now work for AIs' turreted beam weapons
-- changed refusebitset to work like the other bitset fields
-- added support for up to 8 types of smoke sprites
-- made combat a little easier for newbies
Previous 1.0.2 changes:
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-- 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
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Andrew Welch / el Presidente / Ambrosia Software, Inc.