Elite Legend

Author
Description
Converted to Sam by Simon Owen with AY to SAA sound mapping, disk save/load, and SAM joystick support. Tested with Atom-Lite, but since it uses DOS hook codes so it should work from Atom Classic and Trinity ethernet interface too.
It REQUIRES external One Meg memory to support the 128K paging model of the original, also configured as the first bank.
Shift opens the options page, Symbol (Left-Ctrl in SimCoupé) for the saving/loading menu (only when docked). Most of the remaining keys are the same as the original Elite, but some have extra pages (buying ships, contracts, etc.).
Original Spectrum 128K release: https://zx-pk.ru/threads/33861-elite-legend-128k.html
System requirements:
SAM code patches applied:
- Changed 128K paging to use SAM external memory.
- Moved second screen from C000 to 0000.
- Mapped AY sound to use SAA.
- Changed load/save to use SAM DOS hook codes.
- Added SAM joystick support.
- Added Delete key mapping to Shift-0 for filename entry.
- Fixed sticky fire button issue in original code.
Instructions
Translation from https://wiki.alioth.net/index.php/Elite_Legend
Added Features
- 5 new stations
- 20+ new goods
- 15+ new ships
- new equipment and weapons
- cargo/passenger transportation market
- ability to change ships
- several new missions
- and much more...
Weapons and equipment
- Missile: The cheapest and weakest missile available. Destroyed by any anti-missile system.
- E.C.M. Hardened Missile: More powerful than a standard homing missile and has protection against standard anti-missile systems. Can be destroyed by an army anti-missile system.
- Extra Passenger Cabin: Transporting people can be very profitable and requires a separate cabin for each passenger. Each cabin installed on the ship reduces the cargo hold by 5 tons.
- Fuel Tank: One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional tank for 1 light year for 10,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.
- Extra Fuel Tanks: One of the ways to increase the fuel supply. On planets with a technical development level of 10 and above, you can purchase an additional 4-light-year tank for 50,000 kr., which is filled together with the usual one. When the main tank does not have enough fuel, it can be pumped from the reserve.
- Pulse Laser: The lightest and weakest of the available lasers. It takes a lot of skill and patience to destroy anything with this laser. The only advantage is that it does not overheat.
- Pulse Laser MK-2: This laser is a good choice for a small ship. Not as deadly as beam lasers, it is still capable of destroying a small ship in a few hits. A weapon for sharpshooters.
- Beam Laser: Although not as powerful as the MK-2 pulse laser, the beam laser is easier to handle and can be more effective. A good weapon for small and medium fighters.
- Beam Laser MK-2: The most common laser. In experienced hands, it is as effective as more powerful lasers. An ideal weapon for large fighters and for turrets. Requires cooling to be used effectively.
- Military Laser: Powerful enough to vaporize most ships in seconds. Ideal for large fighters and dreadnoughts. You can fly with this laser without worry. Without a cooling system, it is ineffective.
- Naval Military laser: The most powerful of human lasers. Recommended for use on any ship. But there is one drawback, it is not easy to acquire.
- Thargoid Laser: The perfect weapon to destroy... your ship. Any pilot would be thrilled to have one of these on their ship. Only this laser can penetrate the shields of the newest Thargon cruisers. But there's one problem. This laser can't be bought.
- Mining Laser: Mainly used for asteroid mining. Due to its low rate of fire, it is ineffective as a weapon against maneuverable targets, but due to its high damaging power, it is quite suitable against heavy ships. If you have a capacious ship, it is worth putting it on the rear carriage, and then you can use it if you are lucky enough to find at least one asteroid.
- Large Cargo Bay: Cargo bay expansion. Cannot be installed on all ships. Increases cargo capacity by 15 tons.
- Advanced Space Compass: Modified Compass. An add-on for the standard compass, allowing to select the required operating mode (change mode key V). The modes change cyclically. List of modes:
- Standard compass mode
- Sun pointer (filled circle)
- Planet pointer (circle with slash)
- Orbital station pointer (letter S)
- Military station pointer (letter M)
- Hermit asteroid pointer (letter A)
- Maintenance station pointer (letter F)
- Gate pointer (letter J)
- Cardinal direction pointer
- Target Locking Device: Targeting system. Highlights the target captured in the sight.
- Hull Auto-Repair System: Automatic Repair System. A complex system consisting of miniature nanobots. The nanobots slowly repair damaged armor and equipment. A necessary device for large ships, since repairing the hull at a shipyard for a large starship can cost a pretty penny.
- Cargo Bay Life Support: Life support system for the hold. Necessary if you intend to transport live cargo, such as slaves and animals. If you try to transport animals without this device, they will die and you will only be able to sell them as meat, which is not very profitable. Slaves without this device will turn into fertilizer. In addition, the presence of this system is a necessary condition for the transportation of people and other non-humanoid races in the cargo compartment (not to be confused with passenger cabins, that is, luxury class transportation).
- Advanced Navigational Array: Navigation Planning Device. Allows you to accurately calculate the flight time between planets.
- Experimental Navigational Array: Experimental Navigation Planning Device. Allows you to approximately calculate the time it will take to fly between two planets within the galaxy.
- Energy Unit: Additional energy generator. An additional generator can be installed in addition to the basic energy accumulators on your ship, which will increase their recharge rate in case of energy consumption. First of all, this helps to quicker restore energy protection in battle. No "Iron Butt" can do without such a generator.
- Naval Energy Unit: Army energy generator. Special improved energy generator, significantly increases the charging speed of energy batteries. Used on ships of the Military Space Fleet. Not available for sale.
- Thargoid Energy Unit: An energy generator used on Thargon ships. Little is known about it, and only a few specimens have been sent to the lab for study.
- Galactic Hyperdrive: A device that allows a ship to make a hyperjump over a significant distance, from one Galaxy to another. Such a hyperdrive does not use fuel from a fuel tank - it is contained in the design of the engine itself, which is disposable. By purchasing a galactic hyperdrive, you can, at any time while in outer space, make a hyperjump to the next region of the Galaxy.
- Military Galaxy Gyperdrive: Military Galactic Hyperdrive. A more advanced reusable version, used primarily by the military. Allows for a jump to a significantly greater distance.
- Experimental Galaxy Gyperdrive: Rumor has it that this experimental model, created in secret laboratories, is based on technologies gleaned from entirely different civilizations. It allows one to jump to any area of the known universe. Some pilots believe that this device is the only way to find the mysterious and legendary Raxxla.
- E.C.M. System: Electronic Missile Defense System. This is one of the first necessary acquisitions if you want to survive on the space routes. ECM transmits a self-destruct impulse to all launched missiles in the line of sight. It is worth, however, remembering that some types of military missiles are protected from the effects of ECM, and in this case the best way to escape them is to use afterburners or even make a hyperjump. It should be noted that the action of the ECM requires energy expenditure and each time it is used, energy from the energy accumulators of your ship will be used. The ECM does not operate continuously, the activation and impulse to suppress missiles occur within a few seconds - to eliminate all missiles launched after that, it will be necessary to reactivate the system, which will again lead to the consumption of energy in the accumulators.
- Naval E.C.M. System: Army electronic anti-missile system. More advanced than the standard anti-missile system, it destroys all types of missiles. In addition, in some cases, it is capable of generating interference that blocks the launch of enemy anti-missile systems.
- Military Fuel Injectors: Fuel injectors perform only one function - they allow the vessel to accelerate significantly. This extremely useful property can be used in a normal situation, for example, to fly through areas with a cluster of large objects - ships, asteroids, where the ship's jump system is blocked due to the risk of collision, or for quickly moving from an orbital station to a point where it is possible to make a hyperspace jump. It is also used in combat when it is necessary to pursue an enemy or, on the contrary, to escape pursuit or a missile. Unlike the jump system, the operation of the fuel injector is associated with a large fuel consumption, so you need to be very careful in its use in combat, because at a decisive moment you may not have enough fuel to get to the nearest system, if the battle takes place, for example, with the Thargoids in interstellar space. The military version differs from the standard one in its lower fuel consumption.
- Energy Bomb: Energy Bomb. A very useful device that overloads the engines of all ships in the vicinity (except yours, of course), destroying or heavily damaging them. A great way to get rid of a large number of small, annoying ships. You can only use it once, so save it for emergencies.
- Q-Bomb: A powerful single-use device that, when activated, emits a powerful electromagnetic pulse that disrupts the plasma containment devices in the engines of nearby vessels. This causes catastrophic damage. Also affects large, well-protected vessels. In battles with large numbers of Targons, this is a last resort.
- Auto ECM: Automatically launches an anti-missile system when a salvo of missiles is fired at the player.
- Auto eject: Sometimes in the heat of battle you may not notice that things are bad and a fatal outcome is inevitable. The automatic catapult will work when the ship has no chance left, saving the life of its captain.
- Ship Capture System: Boarding system. A ship abandoned by its crew is a tasty morsel for any pilot. No matter what condition it is in, you can sell it for quite good money, and if you're lucky, after a little repair, you can sit at the helm of such a trophy yourself.
- Naval Ship Capture System: Boarding system. Military modification. In improving the software of the boarding system drones, the military has left the civilian version far behind. Drones launched by the military system have a much better chance of successfully hacking the ship's control system.
- Shield Generator: Shield Energy Generator. As soon as the shields covering the ship begin to lose energy, the generator immediately comes into action and begins to feed them.
- Military Shields Enhancement: Military shields. In conditions of regular battles, ships require effective protection. This is exactly what these shields were created for. Such shields will not seem superfluous on any ship.
- Laser Cooling Booster: Laser Cooling System. Vital equipment. Cools the laser, allowing you to fire more often. Powerful lasers are useless without it.
- Cloaking Device: Camouflage system. Galcorp's navy is constantly developing special equipment for its needs. The concealment device is a top-secret powerful energy field generator that hides the vessel not only from enemy scanners, but also from visual observation. In the "invisibility" state, the vessel disappears from the screens, while retaining all its navigation and combat characteristics. The only drawback of the device is that it consumes a huge amount of energy when working. Not available for sale.
- Alien Computer: Thargoid Computer. Allows you to use Thargoid fighter robots. In combat, these former enemies will serve you faithfully. They are launched similarly to a rocket. After the battle, the surviving robots will automatically return to your ship. To collect them, you must have Fuel Scoops on your ship and free space in the hold.
- Ore Processor: Ore Processor. A dream of any pilot involved in mining on planets and asteroids. It allows you to automatically select rare and expensive materials from the entire volume of mined mineral ore.
- Escape Pod: The rescue capsule is, in essence, a small vessel - a lifeboat. In the vessel's design, it represents a wheelhouse, adjacent navigation compartments in which the crew members are located and small engines with a fuel reserve, capable of delivering the lifeboat to the nearest orbital station. In a critical situation, when every second is a matter of life or death, the ship's commander only needs to press the emergency lever and the lifeboat will be activated. Typically, when you purchase a lifeboat, you pay for an insurance policy that, in the event of loss of the vessel, allows you to get a new one in exchange, including all installed equipment, but the insurance does not cover the cargo.
- Fuel Collector: The device was originally designed for warships stuck in hyperspace during combat with the Thargoids, but since Thargoid fuel was not suitable, it is used to automatically refill the tank. Fuel is collected simply during flight.
- Fuel Scoop: The equipment known as the Fuel Scoop is actually dual-purpose, sometimes known as the Cargo Scoop. It contains atomic sensors, a powerful electromagnetic field generator that allows solar wind to be captured by vacuum converters, and space fuel capacitors. In addition, the collector is capable of capturing small objects, such as cargo containers, debris, space junk, etc. No self-respecting space pilot can do without a fuel collector. This equipment allows you to quickly and without any financial costs refuel your fuel tanks, obtaining hydrogen in the crown of the star and purifying it from impurities so that it can be used as hydrogen fuel used in civilian ships. The advantage of the collector is that the procedure for obtaining fuel does not cause radiation contamination of the vessel, as is the case with military vessels, whose engines operate on nuclear fission processes and for which they use other, so-called "military fuel".
- Docking Computer: It might seem that by the time rookie pilots have earned enough credits to buy a docking computer, they don't need one, since any of them have already made enough manual dockings with the orbital station to not need the special equipment. However, the docking computer is a useful device that can greatly simplify the routine and time-consuming docking process. In addition, the docking computer will protect you from accidental collisions caused by other pilots and from various accidents.
- Autotake Cargo Device: Automatic container collection device. It is enough to capture the target with the missile guidance system (<T>), if necessary transfer control to the device (<D>), and activate (<F>). After that, all the worries about taking the container on board are not your problem. The only requirement is that the ship has Fuel Scoops.
- System Discard Cargo: There are situations when your hold is full of cheap goods, and in front of you is a battlefield with many containers, in which the goods are at least not cheaper than yours. This is the best time to dump unnecessary goods and collect more valuable containers.
Transportation Market
Pressing the "5" key will bring up the Carrier Market page. If you have a large vessel or several passenger cabins, you can try to compete with large shipping companies. On the Carrier Market, you can sign a contract to deliver passengers, cargo, or parcels. The advertisement includes for passenger transportation - the passenger's name (Name), destination (Dest.), desired length of stay (Within), the amount of the advance payment that will be paid to you when the passenger boards (Advance) and the amount due to you after the passenger is delivered (Fee). For cargo transportation, the requirements are stricter, because, firstly, you must have a large ship - as a rule, the cargo is calculated in tens and hundreds of tons, and secondly, some cash to pay the client a deposit for his goods in case something happens to them on the way. Advertisement for the hiring of such a vessel includes information about the cargo and its quantity (Goods), the place of destination (Dest.), the desired period of stay in transit (Within), the amount of the deposit (Deposit) and the amount of the reward for delivery (Fee). Try to deliver passengers and cargo within the contractual deadlines - save your reputation and money. To navigate the concluded contracts, use the information from the ship's log (press "5" again), where in addition to the delivery destination, the number of days and hours remaining until the end of the contract is indicated. Be careful, long-distance jumps take significantly more time. To stay within the contract, make small jumps of 5-7 light years.
Contracts highlighted in white are available. Yellow means you are missing something to conclude. The ship may not have enough cargo capacity, not enough passenger cabins, or not enough funds for collateral. Contracts that are not available to you at this station are highlighted in blue, as a rule, this means a lack of reputation.
Reputation is the most important parameter for a pilot engaged in transportation. It is on it that the profitable contracts that will be offered to you depend. As your reputation grows, so will the level of trust in you. The collateral value of the goods will fall, and the amounts of advances will increase. With the successful completion of any contract, reputation will grow. But beware, any termination of the contract will be a blow to reputation, up to negative values. A flight to another galaxy will also affect your reputation. All contracts taken are valid within one galaxy only. And if you fly intergalactically, they will all be terminated.
For each contract, you can view detailed information, with the destination indicated on the map. You can also conclude a contract here if the terms satisfy both parties.
The list of concluded contracts can be viewed by pressing the "5" key again. The contracts whose execution time has expired will be highlighted in red. Here, if desired, you can refuse to execute the contract.
There are three types of transportation:
- Cargo transportation: For this, it is desirable to have a capacious ship like Python or Anaconda and enough money in the account to make a deposit for the cargo.When you sign a contract, the deposit will be automatically debited from your account, and the cargo will be loaded into the hold, which must be delivered to the destination within the agreed time. Immediately after docking with the station at the destination, the payment will be credited to your account and the deposit will be returned.
- Passenger transportation: Here you need at least one free passenger cabin. You will be paid a certain amount in advance, and upon arrival at your destination you will be paid the second part of the amount.
- Courier delivery: The simplest type of transportation. You don't need a capacious ship or cabins for passengers. You will be given a package that does not take up space in the hold and upon delivery it will be exchanged for credits.
A couple of tips:
- If the contract time has expired, but you are close to the target, try to fly. The customer may consider the contract completed, but you will not receive any reputation for this contract.
- If you lose cargo in battle, you can replenish it on planets along the way. It is important to bring the required amount of goods, and it does not matter where you get it.
- Do not make long jumps, 5-7 light years is optimal.
- By using the escape pod, you will automatically lose your cargo and passengers. And, if the cargo can still be purchased, then you will condemn the passenger to death, and the contract will be automatically terminated.
Stations
Orbital stations. They are located in the orbit of each planet.
Coriolis: The first Coriolis-type orbital station was commissioned in orbit around Lave in 2752. It became the standard for GalCorp spaceports for many years to come. Since previous station models had proven to be much more vulnerable, the Coriolis's widespread use was unprecedentedly rapid - they were built in every corner of the galaxy and became the backbone of GalCorp's economic potential. Orbital stations are considered politically neutral territories. Being the oldest model of orbital station, Coriolis is usually populated by humanoids of many different cultures and origins, but all of them prefer gravity and atmosphere close to Earth's.
Dodo (Dodecahedron Station): Called "Dodo" for short, these stations have become as common in the Galaxy as Coriolis. They are mostly seen in systems with a high level of technological development. The first prototype, developed by GASEC, was built in orbit around Leesti in 3180, after the previous Coriolis station was critically damaged in a collision with comet Hal 9001. The new model, the Dodo, had a reinforced hull.
Octo (Truncated Octahedron): The Octo, or "Quartet" station, was built in 3356 after GalCorp ordered larger orbital stations. Due to their high cost and the need for highly skilled maintenance, they are found near wealthy planets with very high levels of technological development.
Hermit Asteroids: In planetary systems with multi-government rule, free trade zones are located at a distance from the planet. Hermits usually target large asteroids left over from mining operations. Equipped like orbital stations, hermit asteroids are a coveted find for space traders and fighters. There are small markets where you can make profitable trade transactions, including illegal goods. Luxury goods, food and alcohol are in great demand here. Precious stones, gold and platinum can often be bought here at bargain prices. It is one of the few places where you can buy artifacts from alien civilizations.
Military Stations: In democratic and corporate systems, you can often find military stations that maintain order in their sector. Some weapons can be purchased there for a little less than at regular stations.
Service Stations: Service stations allow you to fill up your tank inexpensively, without resorting to refueling from stars. In addition, only here you can patch up your ship's hull and repair equipment damaged in battles. They are found in systems with a development level of 4 or higher, with the exception of anarchic and feudal planets.
Gates: In systems with a tech level of 8 and a stable political system (starting from communism), gates are installed, by flying through which you can instantly find yourself in orbit. However, this is not a charitable facility and one such flight will cost 250 credits. They will be very useful for heavy carriers.
Missions
Nova mission:
One unfortunate day, you will find yourself in a system whose star will soon go supernova. This threatens a catastrophe for the inhabited planet. Most of the inhabitants have already left the system, but there is not enough transport to evacuate the refugees. You will be offered to help. To do this, you will have to completely empty the cargo compartments and, having flown out of the orbital station, make an urgent jump, otherwise you will die together with your living cargo. Having taken the refugees to a safe system, you will learn that they have nothing to pay you for the help provided, since they spent their last money on delivery to the orbital station. However, from now on I will honor you as a hero!
Reward: Cargo Bay Life Support
Cloaking Device:
A skirmish with a vessel equipped with a concealment device. Quite unexpectedly, you will be attacked by several vessels, among which will be an Asp Mk-2. There are many possible interpretations of this attack, from the assumption that imperial intelligence decided to eliminate you, to the opinion that a secret ship with the latest equipment was hijacked again and you were lucky enough to meet it in the vast expanses of space. In any case, history will remain silent about these details. One of the attacking ships will be equipped with a concealment device and it will be extremely difficult to determine its location in battle - only if it fires lasers at you. Navigate by the laser beam and you may be able to destroy the enemy. The cloaking device is located in a cargo container that you can find among the wreckage of an enemy ship. Once you have picked up the container with a cargo scavenger, the cloaking device will be installed on your ship by onboard robots. Now you are ready to carry out the most dangerous missions.
Reward: Cloaking Device
Thargoid Station:
Sometimes the Thargons' combat sorties result in the capture of an orbital station near some planet. Often in such cases, GalCorp representatives look for volunteers among civilian pilots. If you agree to help in destroying the captured station, an army electronic anti-missile system will be installed on your ship, you will be given the coordinates of the captured station, and then... Then everything will depend only on your skill.
Reward: Naval E.C.M. System
Alien Computer:
Sometimes, by destroying a Targon ship, you can pick up a container containing this device, which allows you to launch Alien Items on board instead of missiles. It should be added that the Targon computer also provides automatic return of launched drones to the ship after the destruction of the target.
Constrictor Hunt:
You can set out to chase a constrictor stolen from a military research base if you have at least 800 confirmed kills. You will be asked to help. The newest model of spacecraft, a constrictor equipped with a top-secret energy shield generator, was stolen from a shipyard several months ago. The constrictor must be destroyed if possible. During the search, you will need to collect rumors about the constrictor's location from orbital stations. Keep in mind that such news cannot always be obtained from any station. Once the ill-fated constrictor is found, it can be destroyed in a variety of ways, from lasers to an energy bomb. The only serious obstacle is the high speed of the experimental vessel.
Reward: Naval Military laser, or 10,000 credits if all your lasers are at least as good as this one.
Thargoid plans:
Once you have earned a good reputation (by successfully completing a mission to destroy a constrictor), you can get another mission. The only requirement here is to have 1280 enemies killed. The mission is nothing special. The Galactic Fleet has long been holding back the Thargoid onslaught, but the situation has changed. The squadron is ready to raid the Thargoid homeworlds. The agents have managed to obtain the plans for the defense of their Hive. The Thargoids suspect that something is being planned against them, but they do not know what exactly. Therefore, transmitting the plans through normal communication channels is dangerous - the Thargoids can easily intercept them. You are tasked with delivering the plans to fleet headquarters on your own vessel. During the flight, your vessel will most likely be intercepted by Thargoids, and you will see for yourself that they have mastered the GalCorp language, including the taboo one.
Reward: Naval Energy Unit, or 30,000 credits if your ship has a generator no worse than this one.
Space War:
For more than a century, the Thargons prepared for war with the civilized galaxies. Their squadrons plied interstellar space, and only occasionally did their ships appear on the borders of planetary systems. Just recently, an armada of invasion ships once again attempted to capture the Federation orbital station, but thanks to a brave commander, the base was blown up and the threat of invasion was stopped. But now the hour of X has arrived and the Thargons begin a large-scale invasion of one of the galaxies. Every time you receive the message "MAYDAY! Galaxy N is under attack", the area captured by the Thargons increases. Planetary systems that are in a state of active combat are designated as "Resisting Thargon Invasion". Systems where resistance has been suppressed and orbital stations have been captured by the Thargons are designated as "Tarragon Captured". On captured planets, the Thargon fleet organizes a cordon when approaching planets, and hyperspace between planets engulfed in flames becomes dangerous. Interstellar space is filled with Thargon squadrons intercepting Federation ships. You can remain an outside observer, but if you are a true patriot of the Federation, you will certainly want to join the ranks of its voluntary defenders. You can do this on any warring, but not yet occupied planet. You are promoted to the rank of sergeant and given your first mission - evacuation of civilians, wounded and refugees from warring systems. After the command decides that you have handled this task well, they promote you to the rank of lieutenant and give you the mission of delivering water, food and medicine to warring planets. When you have completed the required number of flights, you will be promoted to the next rank (Captain) and offered to help the warring planets with weapons, fuel and drones. During these first three missions, you fly between warring and non-warring planets. You will often encounter both single Thargons and entire fleets of interceptors. This will provide sufficient practice for the next missions.
After being promoted to Major, you should already be a sufficiently experienced fighter to overcome the cordons of Thargon ships and break through to the stations they have captured. You will be offered to conduct raids into systems captured by the Thargons and destroy the stations on which they are based.
When you finally receive the rank of lieutenant colonel and the mission to deliver troops to the occupied territories, you will have to take a landing ship on board and get to the Thargon base and land the troops. The landing should be launched from as close a distance to the base as possible, so that the Thargons defending the base do not have time to shoot it before docking with the station. Immediately after the successful landing of the troops, you can dock with the station yourself, it is already controlled by the Federation forces. The deeper into the rear of the Thargons you manage to land the troops, the more occupied planets will escape from the control of the Thargons.
The final mission offered to you with the rank of Colonel is to find the Thargon command base, located somewhere in the depths of space. Headquarters will be able to tell you only the approximate name of the planetary system near which this base is located. The same task is given to all pilots who volunteer for service. In principle, the outcome of the war is already predetermined, the civilized galaxies are safe again.
By the time you destroy the command base, some systems may still remain under the control of the Thargons, in which case, along with the next rank of general, you will be sent to destroy the scattered remnants of the aggressors, and the more of them you destroy, the faster this war will end.
At the end of the war, regardless of how many missions you completed, you receive the next rank and retire with honor. It should be noted that volunteers fight on their own ships, which they arm with their own savings. But at the same time, they remain largely independent in choosing routes, actions, etc.
Confrontation:
After the failed invasion, the Thargons calmed down for a while. In many corners of the known galaxies, their new ships began to be noticed. And the military once again calls on independent pilots to help in revealing the plans of their eternal enemies.
Rewards:
- Naval Ship Capture System
- Thargoid Energy Unit
- Thargoid Laser
Retribution: Your help in uncovering the Thargons' plans has been invaluable. Scientists, having deciphered the data from the Thargons' newest ships, have finally found out where they come from to inhabited worlds. The time has come to eradicate this curse of the universe once and for all. But beware, only the best fighters, and only on well-equipped ships, will be able to survive this battle...
Legends
Generation ships: Before hyperdrives were invented, humanity traveled to the stars on huge and majestic ships, where more than one generation changed during the flight. Some are still listed as missing, and if the bodies of their pilots and crew did not crumble to dust in a thousand years, then, according to preliminary estimates, up to 30 generations could have changed on them. The possibility of finding such a ship in interstellar space still exists. The punishment for attacking such a ship is universal contempt and complete exile (legal status "Outlaw").
Space platforms: These ships can be found in areas where there has been a war or natural disaster. They are giant factory ships. They are tens of miles long. They are inhabited by people who survived the disaster. They have heavy weapons and fleets of fighters. Avoid them at all costs.
Raxxla: Raxxla is a legend as old as the history of space flight. When it is mentioned, conversations cease and only meaningful glances remain. Parents tell their children tales of a ghostly planet somewhere in the depths of space from an early age. The story of Raxxla can inspire young pilots, but experienced people are always ready to cool this ardor with a rational remark. Its very existence is questionable, as rumors of it originate from border worlds, trading posts, and other remote locations. Many expeditions have been undertaken to locate Raxxla. Some researchers suggest that the path to the planet lies through a portal, possibly of alien origin. In addition, one can hear statements that it is guarded by some kind of secret society - a corps of ruthless, completely crazy pilots with a combat rating of at least "Elite".
Trivia
Fix of identified bugs from 04.11.2021: v1.01
after the death, the beginning of a new game or loaded deferred incorrectly calculated the coordinates of stationary objects (stage / gate)
in the Russian version of the message about the damage to the equipment in battle were pressed to the left edge of the screen
in the description of the contract incorrectly displayed the approximate time of the flight to the planet
Inability to take more than one contract for the transportation of passengers
with a small amount of fuel, the circle of flight radius on a large map was incorrectly displayed
added confirmation for undocking with the station (adjust-in in setup.ini)
removed the lag when entering the line
increased the radius of the compass reaction to the orbital station
change of legal status when buying prohibited goods
Corrided bug with purchase of goods
Fix of identified bugs from 07.11.2021: v1.02
increased the radius of the "protection" of the orbital station
added the possibility of buying new equipment instead of the damaged at the full price at the orbital station
inclusion of dubious confirmation duplicated in the pause menu
corrected bug with hovering upon request confirmation for undocking
added demonstration mode (turned on in the stain / off menu with the Z key) is tied to the standard keyboard. If the management is changed, it will not work.
Fix of the identified bugs from 17.11.2021: v1.03
corrected the error of continuation of the fight after the docking
corrected incorrect output from the pause in the download / saving menu
fixed the inability to call the download / saving menu from the view of the card
Adjusted search for the nearest to the cursor of the star
corrected incorrect display of prices of goods at orbital station, after viewing the commodity market at stations without any
corrected incorrect calculation of prices for the delivery of the ship to the current station
added support for General Sound (only for tr-dos version)
Fix of the identified bugs from 27.11.2021: v1.04
fixed: after loading the delayed game, the prices on the station were not set according to the parameters of the loaded state
fixed: after loading the delayed game with the ship different from the current one, some parameters of the new ship were not installed
corrected: in cargo transportation, goods in kilograms and grams were considered as tons
Recycled transportation prices
added a progressive scale of intensity of enemy firing, depending on the player's rating
changed the operation of the target capture activation button. If the target is captured, the "T" pressure now removes the missile from the guidance, and brings the system to be ready for a new capture.
Corrected: "Eternal" pirate station
Fix of identified bugs from 13.12.2021: v1.05
Fixed the display of a police python
corrected: under some conditions after jump broke the display of cockpit
fixed: the presence of more than one goal in the mission "Hunting for the Constructor"
added additional modes of operation of the scanner. switching the "B" key (only with an active viewing screen)
Fix from 19.12.2021: v1.06
the algorithm of rotation of the object has been modified (repaired the effect of approaching / removal of the object when the angle of tangerage changes)
in the pause menu, the option "Simplified docking" is renamed "Simplified Game". When this option is enabled, now, among other things, all ships will have the same speed and maneuverability characteristics
Fix from 10.01.2022: v1.07
added "cools" for the correct operation of some GS sounds under the Spectaculator
the algorithm for the generation of the planet for some missions has been adjusted
somewhat reinforced tardlets launched by the player using the computer trolls
fixed: operation of wear / damage of the ship's hull
corrected: reduction of board drones in the hold if it is impossible to start them due to the large number of objects in space
fixed: Fuel overflow error that occurs when using an injector during the countdown to hypermixing
A year later... Small update +fix some errors from 31.10.2022: v1.08
corrected: when the traglet is destroyed, the loss of debris from the wreckage
fixed: the object destroyed by the trglet does not go to the player's offset
Fixed: Error when changing the control in pause mode during flight
Edited: the algorithm of rotation of the object in the world SC
Added: Mission "Retribution"
v1.09 from 13.12.2024:
when buying / selling all goods of one type blocked the possibility of making a transaction several times in a row
the ESM system of the enemy ship can be destroyed in battle
increased chance of mining in the development of asteroids using a ore processor
Adjusted the center of the scanner
changed the price of Alien Items (Artafacts of others)
fixed: after hypermixing sometimes remains on the cockpit S (sign of the station)
corrected: repurchase of an extended fuel tank
fixed: removal of the rocket from guidance when collecting the wreckage by another ship
corrected: error in the mission "Supernova" leading to a deadlock, in the absence of hyperdrive and the ability to purchase it
corrected: incorrect remuneration for the transportation of residents from the ship of generations
Transportation: Reputation is now not decreasing over time
transportation: when changing the ship, only contracts for the transportation of passengers are torn
Transportation: Corrected incorrect reputation change for contracts for the carriage of parcels
Legal status: corrected the error of changing the legal status during intergalactic flight
legal status: when collecting prohibited goods does not change
Legal status: worsens when selling prohibited goods
Legal status: revised change in status for the destruction of ships
Legal status: does not change with hyper jump
Legal status: reduced the lower limit of the status in which there will be a refusal of automatic docking
legal status: does not change in intergalactic jump
legal status: the status of “rogue” is given with a smaller number of offenses