You can get the upgrade from the download page.





------- changes for V2.6.3 (now 2.7.0)-------

added CHASE_OTHER_MONSTERS to aiship brain stack elements. chases all monsters except whales.

GenericMeshs can now be selected and scanned by the Science console. The Science Console's object dialog will now show lots of things about GenericMeshs

that can be affected by "set_ship_text". Scripters can now use if_scan_level with GenericMeshs, too.

The GM Console text boxes can now be toggled between, using TAG or RETURN.

The GM Console sends text messages to ships and consoles, and now has buttons to set message category for messages sent to Comms

nebulae now come in 3 different flavors. Right now, those different colors don't mean much. Except to scripts, which have the added "nebType" attribute when creating nebulae,

and have a new conditional, "if_in_nebula"

For ship 1, on extra main screen computers, the dmx output didn't work. It DID work on ships 2-8. I believe I have fixed this problem.

I now use a low-level UDP protocol to automagically link servers to clients, on the local LAN

most pickups/anomalies have been anemic; most of them are now more useful

the first thing all of the stations build is a Homing missile, but for some reason they all require five minutes regardless of their build factor. Fixed.

The scripting doc said that (for embedded variables) the 'escape' character was '^' (also called a carat). It's not. It's '|' (the pipe, or vertical bar). Fixed. Sorry for the confusion.

monsters would show up across the entire map on the Science console, not just those within the limited sensor range like ships work. Fixed.

Pirate players can now loot surrendered ships for energy and torpedoes. Just get close.

Pirate players now have "reputation" with friendly stations. They won't let you dock 'til you've killed an invading enemy. And they'll never let you dock if you kill a friendly.

changed dragon to chew more, 20 8-pt attacks instead of 10 16-pt attacks

changed "isTagged" script object flag. Now it can be used on all named objects

text chat is now enabled for comms players

number keys on Comms now need the CTRL key pressed to work. So does "r" for red alert on comms.

the "help us help you" missions now have custom comms text, if you're in a Pirate ship. The mini-missions still work the same way, though.

the classic monster (now dubbed Typhon) is now twice as hungry as before; it will now eat up to 10 enemy ships before running home

bases should no longer shoot at surrendered enemies

Shuttles can now pick up anomalies for their carrier ships



For those of you who want to set up more hand-off, locked-in bridges, several new artemis.ini commands are available:

clientSide lets you force a computer to be a client, and you can also use it to specify which ship the computer must belong to

forceAddress lets you make the client automatically connect to a specific IP address

several commands let you pick the game console for the computer (like Helm, Science, etc.)

operatorLogoImage lets you place your own business logo or event image into the game, specifically onto the console choice screen

the artemis.ini now contains STARTUP RESOLUTION SETTINGS (the following settings let you bypass the initial screen dialog by specifying the screen mode and resolution here)

did you know that if shift and ctrl are held down, and you press j, the artemis.ini file gets reloaded?

added new looks to asteroids

fixed memory leaks; mission names and carried fighters weren't being deleted

in scripting, when creating anomalies/pickups

ATTRIBUTE: pickupType now has an additional number

8 = ITEMTYPE_BEACON // beacon that repels/attracts monsters

-- for anomaly of type 8 (a beacon)

ATTRIBUTE: beaconMonsterType

VALID: 0-7 (same as ATTRIBUTE: monsterType)

ATTRIBUTE: beaconEffect

VALID: 0-1 (0 = attract, 1 = repel)



the scripting conditional "if_distance" now has the two optional attributes:

ATTRIBUTE: player_slot1

ATTRIBUTE: player_slot2

A mission XML script should now contain a single <mission_description> block. The raw text

inside the block is displayed on the mission choice dialog of the server. Finally!

New scripting conditional

CONDITION: if_scan_level (tests a named space object's scan level (side-based) against a condition)

ATTRIBUTE: name

VALID: name of object that has a scan, so AIShips, monsters, and pickups

ATTRIBUTE: comparator

VALID: =, !=, <, >, <=, >=, EQUALS, NOT, GREATER, LESS, GREATER_EQUAL, LESS_EQUAL

ATTRIBUTE: value

VALID: signed floating point value (but scan levels are usually 0,1, or 2)

ATTRIBUTE: use_gm_selection

VALID: use this attribute to use the game master's selected player ship (this will fail if the selected object isn't a player ship) (optional)

ATTRIBUTE: player_slot

VALID: 0-7 (corresponds to the 8 player ships allowed in the game)

use this instead of a "name" or "use_gm_selection" attribute (optional)



ATTRIBUTE: side

VALID: integer value (sides are 0-31, 0 = no side, 1 = enemy (normally), 2+ = player side (normally))

IMPORTANT: this side is the side doing the detecting, NOT the side of the named object

I've cleaned up and added to

CONDITION: if_docked (tests if a player is docked with a named station)

ATTRIBUTE: name

VALID: text (name of station the ship is or is not docked with) (optional)

ATTRIBUTE: use_gm_selection

VALID: use this attribute to use the game master's selected player ship (this will fail if the selected object isn't a player ship) (optional)

ATTRIBUTE: player_name

VALID: text (name of player ship) (optional)

ATTRIBUTE: player_slot

VALID: 0-7 (corresponds to the 8 player ships allowed in the game)

use this instead of a "player_name" or "use_gm_selection" attribute (optional)

ATTRIBUTE: not

VALID: anything (inverts the logic of this command, to test if the player ship is NOT currently docked)

new scripting commands

if_object_property > isTagged, tagOwnerSide

set_named_object_tag_state

if_object_tag_matches

set_monster_tag_data

if_monster_tag_matches



pickup/anomalies now have more info about them on Science

probes now correctly exit the edge of the screen and die

probes now correctly detect ships in deduced detection distance games



DMX events have been extended to:

TORP_HOMING_FIRED

TORP_NUKE_FIRED

TORP_MINE_FIRED

TORP_EMP_FIRED

TORP_PSHOCK_FIRED

TORP_BEACON_FIRED

TORP_PROBE_FIRED

TORP_TAG_FIRED

For scripting, properties of stations that can be changed now include:

missileStoresHoming

missileStoresNuke

missileStoresMine

missileStoresEMP

missileStoresPShock

missileStoresBeacon

missileStoresProbe

missileStoresTag



For scripting, properties of player ships that can be changed now include:

systemCurCoolantBeam

systemCurCoolantTorpedo

systemCurCoolantTactical

systemCurCoolantTurning

systemCurCoolantImpulse

systemCurCoolantWarp

systemCurCoolantFrontShield

systemCurCoolantBackShield



systemCurHeatBeam

systemCurHeatTorpedo

systemCurHeatTactical

systemCurHeatTurning

systemCurHeatImpulse

systemCurHeatWarp

systemCurHeatFrontShield

systemCurHeatBackShield



systemCurEnergyBeam

systemCurEnergyTorpedo

systemCurEnergyTactical

systemCurEnergyTurning

systemCurEnergyImpulse

systemCurEnergyWarp

systemCurEnergyFrontShield

systemCurEnergyBackShield



------- changes for V2.6.202 -------

Stations have 3 new missile stores that the script can change, using the names "missileStoresBeacon", "missileStoresProbe", and "missileStoresTag".

Player ships have more nums the script can change, using the names "countShk", "countBea", "countPro", and "countTag". Also the tag ECM was changed to "countEMP".

tagging a monster lets scientists study it better. Tagging an enemy ship can inhibit its cloak and teleport special abilities.



------- changes for V2.6.0 -------

New layout of the comms console, shows comms buttons on the left, a click-able waterfall of all messages on the right, and a filter-able list of messages in the center.

Each of the 3 lists are drag-able. There are buttons on the top-center that filter the messages that show in the center list.

Clicking on a message on the right-hand list causes it to be shown in the center list, and for the appropriate filter to be set.

Small changes to the fighter-bay card game.

The fighter-bay ship list no longer re-arranges as player fighters leave the bay.

The game no longer has just fighters. Now (internally) they are called single-seat ships, and there are different sorts of fighters and shuttles.

Now every player ship can carry one shuttle. Many player ships can carry multiple single-seat ships of different types,

but the first single-seat in the list must always be a shuttle.

In the ship cusomization menu (on server or client) players may now select a type of single-seat ship, and name each one.

In scripting, there's a new command, "set_player_carried_type", which lets the scriptor set the exant single-seat ships that are carried in a player ship.

In scripting, there's a new command, "spawn_external_program", which does what it says. Ideally to be used to start a video player, so pre-recorded videos

can pop up on the main screen.