Patch 1.3 Feature list:
IMPORTANT NOTES:
* There are several versions of this patch for different language and country
versions. To download it from our website you have to register using the online
registration key of your product. This will make sure you always get the right
version of the patch. Registration will also give you access to additional download
content.
* This patch requires version 1.2 to be already installed. Only older Australian
and North American (US and Canada) versions can contain versions below 1.2.
All European versions are 1.2 from the start.
* Many of the new features of version 1.3 affect the ability to MOD the game
(make custom modifications of X2 and edit the universe). There is a separate
"modder kit" available for download from our website for everybody
interested in modding X2. It includes tools to generate mods as well as 3D exporter
and documentation on writing scripts or using the galaxy editor.
* Modified universe versus "original" universe: Since the introduction
of the new modding support, the game can now run in two different modes. "Modified"
and the original X2 unmodified mode. If players want to run self modified scripts
or want to include any game content that could be used for cheating, the game
will switch to the "modified" mode. Scripts which egosoft finds acceptable
for inclusion into the "official" game (i.e they can not be used for
cheating) will be signed by egosoft. Only signed scripts will be accepted in
"unmodified" mode.
* The first time you load an old 1.0, 1.1 or 1.2 savegame, it will have to
be converted. This can take a much longer time than normal loading. This is
only a one time effect. Save again and the loading time will be normal again.
IMPROVEMENTS OVER 1.2:
* Savegame handling: To make saving games more secure, savegames are written
in a temporary file. The actual savegame file is only replaced after a successful
saving.
* Autosaves are now rolling over a set of three files by default. So you will
have the last three autosaves available instead of only one.
* Steering inertia changed - steering is more exact for fast ships.
* Trade extension MK3 is now integrated in X2, available at the TerraCorp Headquarters
and some Teladi Trading Stations.
* Jumpdrive Command available in the Command Console allowing you to command
ships to use their jumpdrive. All escort ships will use the jumpdrive too. Recursive
through the chain of wings/escorts. The recursion stops if a wing/escort leader
can not jump. A jumpdrive and enough energy cells must be present in the ship.
Manual jumps (Shift-J) do not trigger escort ship jumps, use the autopilot jump
feature to do so!
* The turret command "missile defense" works now like "protect
me" instead of "attack all enemies". But if the ship executes
"attack all enemies", the "missile defense" command will
search for enemies too.
* NPC capital ships now use the "missile defense" command instead
of "attack all enemies" in some turrets.
*NEW* game "modding" support:
* Ability to play a modified game (custom map, custom scripts, custom shiptypes
etc.). In this mode the story plot of X2 is deactivated and the game shows a
small "modified" overlay logo on the screen.
* Possibility to include a mod package (.cat, .dat) in the start window.
* Galaxy Editor available.
More info about these modding features are available as part of the "X2
modder package" from www.egosoft.com. This package also contains valuable
tools for creating your own mods.
BUGFIX:
* FIXED: Video recording mode now supports particles and trails
* FIXED: Menu doubled when ejecting in a station
* FIXED: Corrupt savegames when using long player ship name
* FIXED: Crash in space if objects are very far away
* FIXED: Xenon J was invisible
* FIXED: Docking not possible at Paranid Drone Fab (fixed in some 1.2 versions
too)
* FIXED: Copy protection problem if game started with default savegame (German
version only: If your savegame is affected please use the separate savegame
patch!)
* FIXED: "Invert Tilt Control" setting not saved when no joystick
available
* FIXED: Wingmen and turrets continued to attack captured ships
* FIXED: Turret lead indicator wrong if ship speed is above zero.
* FIXED: Ecliptic Projector was incorrectly displayed in turrets.
Note when using custom scripts:
Be careful if you use user-made scripts without the Script Editor. If you want
to patch such a savegame you should activate the Script Editor in v1.2 before
installing the patch: In v1.3 user-made scripts are only recognized in a "modified"
game.
Also NOTE: some built in new ship commands like the Jump Drive and Trade Extension
MK3 command use command slots in the range from 0 to 15. So it may be possible,
that commands installed by user-made scripts are no longer available in the
command console till they use other command slots (16-31).
Trade Command Software MK3
The Trade Command Software MK3 is a new upgrade available at the TerraCorp
HQ and various Teladi Equipment Docks. This extension is compatible to TS, TP,
M3 and M4 class ships as well as the Goner Ship. You might think a price of
501.338 Cr is a bit high but believe me it's justified when comparing the cost
to the profit this extension can make.
Once this software kit is installed on a ship, that ship will feature a new
command "Start sector trader" in the Trading Command Console. Give
this order and the ship will start to trade autonomously in its current sector
aiming for the best profit.
Every time a ship running this software has made a profit of 50.000 Cr (for
you!) it will substract a small fee from your account, consider this the cost
of maintenance and docking permission. At the same time the ship will enter
the next "level". The higher the level is, the more intelligent this
ship will behave when trading. For example from level 4 on it will check the
product of the station the ship is landed at and see if it can be sold for a
profit ensuring no unneccessary empty runs are made.
Note that these levels are bound to the "pilot" of the ship. They
will remain even if the command is stopped, however if you enter the ship you
"fire" the pilot and all levels are gone!
This is the "sector trader" version that is only capable of trading
within one single sector - it will not pass jumpgates on its own. The next version
will upgrade the MK3 to become a true "universe trader" which is capable
of doing intersector trading and eventually will even use the jump drive. This
upgrade will eventually be available for registered players in the Download
section of www.egosoft.com!