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This page was last updated on 14 May 2025, 7:10PM
- Changelogs
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Version 8.1.0
- NEW functions in jump drive from portals (you can choose to jump to a sector close-by or to another portal (as usual), lot of effects and messages to help.
- increased jump range when going to another portal (about 12 jumps for normal jumpdrive) and no limitation for enhanced jumpdrive
- changed the names of jumpdrives into: basic, standard, enhanced (as in REM's engines)
- added the hud interface when close to portal to chose the jump procedure
- reduced jump drive cost (a lot)
- removed default jumpdrive for XL ships
- REMOVED npc jump
- REMOVED npc jump
- added Euclid's Subordinates jump
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Version 8.0.7
- Fixed some portal's positioning
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Version 8.0.6
- Every race has at least a couple of portal structures surrounding an anomaly in one of the main sectors.
- added all loadout to all the portal anomaly structures (shields and turrets)
- added Split/FreeSplit, Terran/Pioneer (HQ), Paranid/Holyorder, in addition to Argon and Teladi of 8.0.5
- added random abandoned hypergates across the galaxy in solar sectors of far regions
- added the JUMPDRIVE - There are 3 tiers for the jumpdrive: 1) small jumpdrive mounted by S and M ships, 2) Large jumpdrive, mounted by L and XL ships, 3) Very Large Jumpdrive mounted by XL only as upgrade to version 2). They cost about, respectively: 4.000,00 cr, 10.000.00 cr 20.000,00 cr.
- XL Ships have as default the L Jumpdrive, it is mounted at ship's selection, you can choose to mount the more expensive tier 3 but can not remove the jumpdrive.
- Small and Large jumpdrive are optional for S-M-L ships, they allow jumping from anywhere the ship is to an Hypergate portal that is MAX 5 sectors far away.
- The Very Large jumpdrive allows XL ships only to jump up to MAX 9 sectors far away, always pointing to an hypergate's sector that is within that distance.
- You don't need to select the portal, anywhere in the sector of destination containing the portal is ok, the ship will continue going to your set destination after jump.
- NEW FEATURE: NPC ships use the jump!
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Version 8.0.2
- - fixed one of the Blue Horizon superhighways (probably will remain "strange" if using old saves)
- - fixed some other gas regions (with disrupts) that are too big, in route zone instead of low orbit (f.i. Hatikvah's low orbit's zone)
- - removed most of move scripts to be harmonized with REM Hyperdrive (which is mandatory to use!)
- - fixed a couple of starts and various errors, added HQ in Pirate sectors for pirate starts.
- - changed Scion start: 150.000 cr and various bonuses (SETA, decrytion modules, etc.) but you have NO ship. You start on the Trade Station where Hatikvah awaits you for the starting mission of Hatikvah Revolution. The starting ship will be the Callisto given by them. Remember that with REM Overhaul Callisto is not a trader but a military personnel transporter. You can use it to board bigger ships.
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Version 8.0.0
- first final release (no more beta)
- added vocal/visual notifications when the player enters asteroid fields, mine fields and dangerous zones and the travel is disrupted
- reworked disrupt zones and added to 7.10 sectors
- removed disrupt from upper layer of gas giant's atmosphere (there are 3 layer, the medium has travel disrupt, the lower has damage, the upper one has none)
- moved some sectors on the map
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Version 7.5.5
- important patch to the scripts that control the "move to gate" to include the case of a gate going to the same sector (as is for the internal superhighways that XRSGE adds and vanilla has not)
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Version 7.5.0
- Integrated all the new sectors added by the 7.5 update.
- Redone the connections of the 7.00 update's new sectors and all work together.
- A lot of changes in some sectors, I redid some of them.
- Newly redone Pontifex' Seclusion and True Sight I (Sun).
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Version 7.3.0
- the bug of big ships stuck at gates is fixed, the patch is no more needed
- redone the following sectors: TOA, Argon Prime, Aladna Hill, Morning Star II, The Reach. Using the internal superhighways in place or addition to normal highways.
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Version 7.2.9
- Fixed some stations not spawning correctly
- Remade Argon Prime, made some cosmetic changes. If using and old saves not all stations are moved correctly but no issue. Better connection to reach planet's orbit without need of highways. There is an additional superhighway.
- Changed the lights in Hatikvah and made the fog appear more far versus the planet. This also reduces lag.
- Changed the nebula in Antigone, this one causes no fps drop and is nicer.
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Version 7.2.8
- New sectors added by ego have been partially redone and moved accordig to XRSGE universe, identical names have been changed.
- Many small changes by XRSGE (as for instance colors of factions etc.) have been removed, because colors are dynamic in X4 7.00
- There are quite newly redone sectors, the whole Brenna Triumph system redone, a sector in Farnham's Legacy system.
- Totally new Bala Ji Joy sector, having superhighways and various. This sector is the starting sector for the Pirate Start that is provided in another mod to be released.
- Prism mod is no more included, you can download the Prism mod from the Nexus
- Various fixes to scripts
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Version 7.2.3
- This update introduces the (SUB-)ORBITAL ACCELERATORS. These are used to connect the far gates and the main planets (shipyards, etc) inside the SAME sector. This is particularly useful for L and XL traders (REM adds XL traders, if you use it) that can not use the local highways.
- Icons for regular accelerators are back to how they look in vanilla game while their icon (which is the Super-HW icon) is used for the orbital accelerators (called "sector accelerators" by Betty)
- In Argon Prime, the main planet and its closer moon are within reach inside the same sector.
- Some sectors have been changed, Sonra system in particular is different, because Argon Prime's closest moon is now inside the main sector, not in a separated sector.
- A few distances here and there have been reduced (gates to accelerators or highways), to speed up trade ships. Sectors remain big, this reduction does not change the immersion.
- There are also some bug fixes and small cosmetic changes in the backgrounds.
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Version 7.2.1
- fixed various highways
- added Orbital highways and station around Argon Prime
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Version 7.1.9
- Various fixes and better positioning of gates
- Changes in some backgrounds
- Reworked ALL highways, for better shape and functionality
- Added patch for adding back vanilla highways (OFF by default)
- Added patch for removing ALL highways included XRSGE highways.
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Version 7.1.7
- many small changes (moved gates) for improving travel among sectors and more interesting internal layout. In particular, Grand Exchange Goldminers's dream sector 1,2 and 3 are redone.
- vanilla Highways patch and No Prism mod patch are available in miscellaneous tabs.
- gate Argon Prime to The Reach has been changed into accelerator (but could not shown in old saves)
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Version 7.1.6
- - several fixes and better connections, inner-system and intra-systems.
- - better galaxy layout.
- - Unholy Retribution has a new planet, different scene in other sectors too.
- - better placement of some stations.
- - removed problematic up/down positions of zones on the map.
- - removed rich Selton start (introduced for error in 7.1.5)
- - various small fixes
- - reworked lighting and shaders in all solar sectors
- - reworked backgrounds in some solar sectors
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Version 7.1.4
- This is LATEST BETA version, it means that next updates will be only fixes or minor changes.
- There are several changes in layout and connections. Special mention to the two gates opening during Boron plot's steps and the changed connections in Boron Lost sectors.
- Also once gates are opened, Xenon get closer to Boron space.
- Added the sector of Neptune, as it was requested. It is connected through a very long superhighway from Uranus (as it was in old xrsge).
- Added production stations to orbit of planets of Terran and Boron, so the economy is now fully covered.
- By default, vanilla highways are disabled (superhighways work normally).
- Game is no more with lose files, it is all packed. Please delete old extensions/xrsge folder before updating.
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Version 7.1.2
- lot of fixes
- final reconfiguration of gates for the new layout.
- Some beta sectors added, some removed
- highways reworked.
- Zones (gates, stations etc) reworked XR style, so grouped together in regions.
- added Folker's claytronic station in capital Paranid sectors
- added Teladi mega stations in Two Grand, others for other races too.
- Changed the color of stations so they show the same color of the stuff produced and big factories, called Industry, are colored red
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Version 7.1.0
- 1 ) Orbital tech stations in capital planets
- 2 ) Orbital factory cities or Industries (they are called Industries in the map), gigantic factories that can produce all the needed resources for ship building not needing to trade with other stations for intermediate products, only base resources
- 3 ) Redone shipyards/wharf/trade station/defence station for all races
- 4 ) Solar/Energy megacities, that spawn in solar sectors
- 5 ) Metallurgic megacities that spawn in roid belts (only Argon/Antigone/Hatikvah and Teladi)
- 6 ) 3D positions aka top/down position of some gates (xperimental)
- 7 ) No more turrets on production modules (megacities have a lot of def modules)
- 8 ) increased habitats (all sizes) 80%
- 9 ) increased S storage 40%
- 10 ) a lot of small bugs, backgrounds, gates, highways (new ones added), inconsistencies and positions, and adding back some second sector in various clusters
- 11) changed the logic for advanced traders, stars required is 2 for advanced (limit is vanilla 5 sectors) while my new Expert Traders require 3 (instead of 3)
- 12) added PRISM MOD (if you don't like or play other languages than english, there is a patch in MISCELLANEOUS files to remove it)
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Version 7.0.6
- Many gates fixed
- Many highways redone (shape and directions)
- Two highways added
- Two new sectors added in Lasting vengeance and Holy Vision
- Some planets moved for better scenery
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Version 7.0.5
- It adds a total of 6 new nebulae, 2 were already made but unused. They are all in the Frontier systems.
- It adds 2 new local highways
- Also, the mod features now the system of Ocracoke's Storm. Previous Ocracoke's Storm sector has changed name, while Ocracoke's Storm is a full system in the now pirate-dominated region of space, frontier systems. This system is the remnant from the old era (X3 timeline) and retains some names in the once Yaki-occupied sectors, but Yaki are no more. It is told thou that a base still resists in the lower orbit
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Version 7.0.4
- various fixes to accelerators and adds two highways
- Nebula in Attiya's Misfortune has been changed, it is already used in Guiding Star system
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Version 7.0.3
- Fixed several missing accelerators
- Added highways in Barren Shores and Aladna Hill
- Fixed missing planet in Barren Shores: Merhunes
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Version 7.0.2
- - various gates fixed
- - various small bugs fixed
- - added highways in Path to Profit, Argon Prime and Ianamus Zura
- - various gates fixed
- - various small bugs fixed
- - added highways in Path to Profit, Argon Prime and Ianamus Zura
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Version 7.0.1
- added many regions that were missing in Terran, Pirate and Boron sectors. No new start is needed for 7.00 -> 7.01
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Version 7.0.0
- totally new version for better compatibility with mods and incoming ego's 7.0, better performance and stability. New game required
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Version 6.2.5
- - small bug fixes
- - re-opened gate from Tharka's Sun system to Ket's Reckoning, so the Xenon stop attacking only in The Hole :)
- - increased the range for expert trader from vanilla 5 sectors to 15 sectors (15 requires a 5 star pilot)
- - added function to scan and find derelict ship using long range scanner. The scanner finds ships within its normal (xrsge) range of 1600km. So not cheaty at all as other mods, you must move inside the sector and scan around.
- - added function to scan a sector to discover superhighway entrance. The scanner will automatically deploy a beacon at the superhighway entrance. This function is particularly useful for those who (like me) play WITHOUT highways.
- - increased long range scanner at 1600km
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Version 6.0.7
- Final version of XRSGE 6 Evolution (XRSGE Classic v. 4.4.7 is in old files)
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- Author's activity
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May 2025
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14 May 2025, 6:53PM | Action by: Eucharion
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