v1.00.05 (08-12-08)
  1. Compiled with latest FMODex (4.16.08) audio SDK.
  2. Compiled with latest DirectX (June 2008) SDK. Requires June 2008 (or later) Runtime!!
  3. Multiplayer

    1. Console server will no longer abort when 3D hardware support not found
v1.00.04 (02-28-08)
  1. FIXED: Issues with hotspots in Save/Restore screen
  2. Multiplayer

    1. FIXED: client name/race/caste/etc... weren't being updated on other clients when it was changed without disconnecting first. Server now broadcasts the client information when they log on.
v1.00.03.01 (10-16-07)
  1. Compiled with latest DirectX 9.0c (August 2007) SDK. Requires August 2007 runtime or later. Run the updated dxwebsetup.exe file in the game folder to download it if you don't already have it installed.
  2. FIXED: A bug in Vista's implementation of DirectX 9 was causing problems with polygon line drawing used in the cockpit display.
  3. FIXED: DJP planetary travel (to a different part of the current planet) was broken due to a translation error
v1.00.03 (11-21-06)

  1. Removed obsolete commands from Tactical Orders Menu.
  2. Minor localization fixes.

  1. Removed support for UDPSoft master server system in our in-game server browser since Yahoo! (who bought UDPsoft) is no longer supporting it. Now using our own master server app which is now far more responsive and accurate.
v1.00.02 (10-26-06)

  1. Updated for DirectX 9 October 2006 Runtime. Run .\directx9\dxwebsetup.exe to update your DirectX runtime drivers if you haven't done so already.
  2. Verified and tested to work under Vista. This does not mean that the game is Vista compliant as that entails several conditions set by Microsoft which are unattainable by most legacy (pre-Vista) software.

  1. Removed support for UDPSoft cd-key auth system since Yahoo! (who bought UDPsoft) is no longer supporting it. Now using our own cd-key auth server.
  2. The cd-key number entry is no longer case sensistive.
  3. FIXED: Sometimes the wrong character was sent when entering the cd-key number when prompted by the server.
  4. FIXED: The game server will no longer abort starting up if the GameCQ master server is off-line or cannot be reached. It will still startup but will not broadcast to the master server and so will not be visible in the GameCQ lobby server list. NOTE: Since Yahoo! is no longer supporting tools licensed from UDPsoft, the in-game server browser which also uses another of their tools, will cease to work at some point in the future. In which case you will only be able to browse (you can still use direct connect via IP. See the game faq) for servers using GameCQ. In the meantime we are implementing a new server browser developed by Replica Software.
v1.00.01 (08-24-06)

  1. A game server no longer reports to the GameCQ master server by default. So /gcq command line parameter was added to enable this. This allows it to report to the GameCQ master server IF the master server is online. To determine if the master server is online, use the GameCQ lobby client app.

    NOTE: The GameCQ master server is only used by the GameCQ lobby client app. If servers are not reporting to the master server, they will not appear in the lobby client.

v1.00.00.01 (08-05-06)

  1. FIXED: Joining a server from the GameCQ lobby was executing UCAWA instead of UCSE.

    NOTE: This is a minor maintenance update. So the game version will not change. Only the version entry in SETTINGS.INI will change.




  1. Because the first person view position is tied to the model with mouse look, your model will sometimes appear to be tilting at an angle, when viewed by another client.
  2. At very high frame rates, characters in escort mode will constantly update their position around the object they are escorting (e.g. player). This is not fatal and is only happening due to the increased AI processing loop. Its more of an annoyance than a bug and is only seen if viewing the character from an external camera view or if a character who was previously prone, decides to fine tune his position, even though you [player] have not moved at all and then crosses your view (thus ending up in obscuring the line of fire).
  3. You can drive through trees. There is no collision detect for them because they are not solid objects. If they were, the performance hit would be significant. Especially due to the sheer number of trees which can be in an area at any one time. Vegetation is there for scenery purposes only and do not bear any relevance to gameplay.
  4. If you go up a building then go prone and have personnel escorting you, they too will go prone and possibly end up prone at some really funny angles. This is the same as going prone on a mountain, then crawling over a peak because you can. The end result being that a good portion of your body is suspended in midair. So don't do it because it can't be addressed.
  5. While on the planet and viewing a target which resides on another map (that you are not on) using the F10 key, the target will sometimes appear to be slightly above the ground. This is due to terrain height variations since that region is only demand loaded. If you actually go there, you will see that the ground units are exactly where they should be. The F10 camera - like all view cameras - is for viewing purposes only.
  6. If you died in the game and previously had a saved game prior to your death, but when you restore it you are still dead, it means that the saved game in which you are dead, is still cached and being auto-loaded. A workaround for this is to quit the game, go to the SAVE folder and delete the file with the .SAV extension. Then start the game and Restore the saved profile you wish to use.

  1. If you are docked at a station which then gets destroyed, you will not be killed. Instead, you can launch just fine.
  2. If you dock at a station, your craft will remain outside the station.
  3. If your CC is destroyed due to a reactor shutdown or similar mishap unrelated to being destroyed by another client or NPC, the server will not send a message because it doesn't handle that situation. You will just respawn as normal and other clients will see you as reconnecting, not knowing what happened. This usually happens if you took serious combat damage and your nuclear reactor goes South and self-destructs.
  4. The ASE powered in-game server browser takes up to 40 secs to update the number of clients on the server. So sometimes the number of clients displayed, does not necessarily relfect the actual number of clients on the server. This means the server list will not display correctly until ASE master server has updated. This can take as long as 40 seconds. This also means information displayed to someone wanting to join is only as good as the last update or refresh they did. This was done by ASE in order to prevent clients from flooding the master server by doing repeated refreshes.
  5. If you had the chat message log window open in the front view, then switch to Tacops and back again, the window is not refreshed until a new message comes in.