Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Secondary Block Colors
- [UBR] Ship Name blocks no longer darken the text if a custom secondary color is set
- [UBR] Added a button to swap primary and secondary colors
- Button is hidden when both colors are equal
- [UBR] Fixed an issue where blocks with colorized windows (Crew Quarters, some Hulls) did not flicker for wreckages and ships with low energy
UI
- Changed the Hud menu button to open the Ship Menu slightly:
- While in Build Mode it will always open to the currently built ship
- Added icon and extended tooltip to show whether the menu will open to a remote or the flown ship
- Inventory is almost full-Warning is now shown at 50 remaining slots instead of 5
- When flying an alliance craft the warning is displayed for the alliance inventory
Gameplay
- Co-op flying now allows co-pilots to fire torpedoes if they own the corresponding weapon group
- Creative Mode Command Center now includes all available subsystems when using the "Gimme Systems" button
- Equipment Docks no longer sell Co-'n-Op Reconstruction Kits in galaxies with perma destruction enabled
Scripting API
- Cargobay::addCargo and Entity::addCargo no longer accept negative cargo amounts.
- If you want to fill the entire cargo hold use math.huge as amount
Multiplayer
- Non-admin players can no longer access the debug menu of crafts (when admins have used addScript; restriction does not apply to galaxies with DevMode=true)
Bugfixes
- Saved Designs window:
- [UBR] Fixed an issue where the refresh button did not work (in Workshop folders)
- Fixed automatic refresh for workshop sub-directory when item download finishes
- The parent folder button no longer skips multiple parent folders
- Removed non-functional "Rename" context menu entry for workshop items
- Fixed an issue where errors during upload of a workshop item led to incomplete workshop items and unending uploading shown in UI
- [UBR] Fixed an issue where docking detection did not work reliably
- [UBR] Fixed an issue with co-op flying where co-pilots were no longer able to do damage
- [UBR] Fixed an issue where large ships could become stranded in rifts if the extraction was to be through a wormhole
- [UBR] Fixed an issue where a player could become stranded in a rift after logging in
- [UBR] Repairing NPC ships at relation status ceasefire will no longer be seen as breaking the ceasefire
- [UBR] Fixed an issue where fighters were no longer controllable after renaming their mothership
- [UBR] Fixed an issue where the Reconstruction dialog was not closable when a destroyed player ship had the same name as an alliance ship
- [UBR] Fixed an issue in the Hire Crew window where the slider and the textbox disagreed on how many crew members to hire
- [UBR] Fixed an issue where hyperspace jump energy would always include subsystems in the Build Mode's stats overview
- [UBR] Fixed an issue where production capacity and speed up would always include subsystems in the Build Mode's stats overview
- [UBR] Fixed Research stations producing unusable turret blueprints
- [UBR] Ship group numbers in the ship list (galaxy map) are now centered so that their position no longer conflicts with active map command icons
- [UBR] Fixed an issue where turrets on autofire would target invincible entities
- [UBR] Fixed an issue where joining a password-protected dedicated server from Steam friend list was not possible
- [UBR] Fixed station's push beams not letting go of ships that were given a new order during undocking
- [UBR] Fixed an issue where it was possible to build blocks with zero thickness in voxel grid mode
- Fixed an issue where it was possible to use templates to build blocks with zero thickness
- Server now enforces a minimum block size
- Fixed an issue where grid snapping did not work in voxel grid mode while matching a hovered blocks shape
- Fixed a background rendering issue in sectors near rifts
- Fixed an issue in rift sectors where thunder sfx were not 3D
Internal Technical Changes
- Upgraded SteamAPI to 1.60
- Removed workaround introduced in 2.3.2 and 2.4.1 for Linux server startup issues with Steam Clients from that time. These issues have been resolved in recent Steam Client versions.
We're happy many of you like the new Secondary Block Colors and the Photo Mode. A few issues sneaked past beta testing, so here's a bugfix patch!
Secondary Block Colors
- [UBR] Fixed an issue where Cargo Bay patterns were too dark with default secondary color
- Fixed an issue where Alternate Hull patterns and Armor patterns were too bright with dark primary color and default secondary color
Photo Mode
- Field of View slider can now be set in steps of 5 instead of 10
- [UBR] Fixed an issue where the Field of View slider could be set to zero.
Bugfixes
- [UBR] Fixed an issue where rift missions would not be initialized correctly
- [UBR] Fixed an issue with color identification which led to travel hub not working correctly
- Fixed an issue where the Chameleon Subsystem did not highlight ships anymore
- Fixed an issue where Creative Mode Command Center wouldn't work for alliance ships
We're happy many of you like the new Secondary Block Colors and the Photo Mode. A few issues sneaked past beta testing, so here's a bugfix patch! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Secondary Block Colors
- [UBR] Fixed an issue where Cargo Bay patterns were too dark with default secondary color
- Fixed an issue where Alternate Hull patterns and Armor patterns were too bright with dark primary color and default secondary color
Photo Mode
- Field of View slider can now be set in steps of 5 instead of 10
- [UBR] Fixed an issue where the Field of View slider could be set to zero.
Bugfixes
- [UBR] Fixed an issue where rift missions would not be initialized correctly
- [UBR] Fixed an issue with color identification which led to travel hub not working correctly
- Fixed an issue where the Chameleon Subsystem did not highlight ships anymore
- Fixed an issue where Creative Mode Command Center wouldn't work for alliance ships
Update 2.5 with secondary block colors and a photo mode is now live for everyone! With this update we introduce the long awaited secondary block colors! Most blocks now have the option to color their patterns independently from the main block color. And to top it off we added a photo mode so you can show off your building (and coloring) skills!
Secondary Block Colors
Secondary block colors are here! With these you can color in the blocks' patterns just as you like it. Look at this example of devs trying to show off their artsy talents \_()_/:
I'm sure that you can do much better than us! And to highlight some of the effects of the secondary color, here is a short list of the main changes: All generator-type blocks (Energy Containers, Energy Generators, Shield Generator, Hyperspace Core...) can have their glow color replaced. Before the glow color was depending on their material, but now you have the option to color them in any color you like.
The same applies for the engine glow and the thruster flames. Before you had to change the material, now you can color them with the secondary color!
And for a bunch more blocks you can now color the pattern. Before these patterns always had the same color and you had to adjust your block color until they matched. Now you can color the pattern to fit your vision instead!
These are just some examples, you'll find more changes in game! If you want to know exactly which blocks are changed take a look at the patch notes down below.
Photo Mode
Making screenshots has always been kind of a pain-in-the-butt-type thing in Avorion. And this is why we now implemented the perfect tool for that: Our photo mode! Now you no longer have to find the perfect sector with the perfect lighting and the perfect planet you want to have in the background. Just use the photo mode to switch sector styles, and once you've found a style to your liking, adjust all the other things right there! Reposition the sun and the planet, recolor the sector, add more stars, and many other things!
Additionally you can add a vignette effect or apply one of the filters until you've found the perfect visuals for your build. Or you can apply rift visuals for the eerie feeling. Have fun! For everyone craving more details, here are the full patch notes: And last but not least: Thank you everyone who participated in the beta and gave us feedback! You guys rock!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Secondary Block Colors
- Secondary colors for armor and hull blocks with alternate patterns now have the same brightness as the primary color
- You can now build armor blocks without camo pattern by choosing the same color for primary and secondary color
- To match the default primary color, look for a colors named "Iron Ore", "Titanium Ore", etc.
Modding
- Armor blocks now use separate texture files again, so that they can be modded independently of hull blocks
- Texture mods still need to be updated
- Armor blocks of different materials no longer share the same mask
UI
- Disabled mouse over sounds for empty places in color window (build mode)
Hey everyone. The next Avorion update is finally ready for beta testing! In this update we introduce the long-awaited secondary block colors and - so everyone can properly show off their awesome coloring skills - a photo mode! We wish you loads of fun with the new features and happily await your feedback! Let us know if you miss anything, if some things aren't as smooth as they could be or if you (simply) loved it! And let us see your awesome screenshots! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Secondary Block Colors
Blocks can now have a secondary block color. The secondary block color is dependent on the block type and can even change the light effects.
- Added secondary colors for the color brush of the build mode
- Open the color selection window to switch on secondary colors
- Switching back to one-color mode resets the secondary color to its original, pre-update status
- Added new preview element in the color selection window that shows in detail which colors are used
- New blocks will be built using the previewed colors
- Added a second color picker that picks the secondary color
- Added a 'No Change' color
- Use this when selecting blocks and you don't care which color they have
- Use this to apply a primary or secondary color without changing the other color
- Block info tooltips in the lower right corner show which colors are used for the block
- Block types with secondary colors:
- Crew Quarters - windows can now be colored
- Cargo - dark parts of the block can now be colored
- Armor - ever wanted to be a chameleon? Try coloring in your camouflage patterns according to the sector you're in.
- Engine - Engine glow can now be colored
- Thruster - Thruster particle flames can now be colored
- Dock - Stripes of dock-doors can now be colored
- Flight Recorder - yellow stripes can now be colored
- Torpedo Storage - orange stripes can now be colored
- Assembly - vents can now be colored
- Turret Base - patches can now be colored
- Hangar - hangar doors can now be colored
- Shield Generator - glowing pattern can now be colored
- Energy Container - glowing pattern can now be colored
- Generator - glowing pattern can now be colored
- Integrity Field Generator - glowing pattern can now be colored
- Computer Core - glowing pattern can now be colored
- Hyperspace Core - glowing pattern can now be colored
- Transporter Block - glowing pattern can now be colored
- Academy - blue pattern can now be colored in any color
- Cloning Pods - green pods can now be colored in any color
- Rich and Super-Rich Stone - glowing pattern can now be colored
- Ship Name Block - name is now colorable
- Alternate Hull Patterns - dark patterns can now be colored in any color
- Dark / White Stripes - now in color!
- Light blocks: Light is colored according to the secondary color unless the secondary color isn't set. Without a secondary color light blocks will behave like before the update.
Photo Mode
We created a new mode to make awesome screenshots! You'll find a new 'Photo Mode' button in the pause menu. The new Photo Mode features:
- A sector style selection: Either random or with an explicit style ID
- you can even share this ID with your friends!
- Free setting of sector visuals:
- rift or no rift visuals
- sun type and position
- planet position
- background star density
- sector color
- sector dustiness
- Change the Field of View to find the perfect view
- several filter effects:
- Greyscale
- Sepia
- Desaturated
- Saturated
- A scalable vignette effect
- A 'Take Screenshot' button to take screenshots without UI
- Added a short flash to white to indicate saving of screenshot
- An 'Open Screenshot Folder' button
- Improved free camera movement
- A new keybind option 'Photo Mode'
Gameplay
- Allowed direct switching to your other crafts when controlling a fighter
- Switching to a different craft within a sector is now always possible as long as you're allowed to enter it
- Mothership in pirate encounter is now visibly connected to invincibility giving pirate ships
- Fulfilled (done) objectives no longer show up in the on screen tracked mission displayer
- However they still do show up in the missions tab
- Build Mode: Transformation Brush no longer changes block colors
UI
- Unknown colors are shown as hex-codes in block info tooltips
- 'No color' items in color selection have been removed
- 'Show Used Colors First' now shows duplicates of color items
Scripting API:
- ScriptBlock::addBlock now takes an additional optional parameter to set a secondary color for the new block
- existing Mods using the old addBlock-call are not affected by this
- ScriptPlanComponent::setColor now takes an optional parameter secondaryColor
- Added documentation for ScriptPlanComponent::setColor
- Added ScriptPlanComponent::setSecondaryBlockColor
- Added ScriptBlockPlan::setSecondaryBlockColor
- Changed ScriptColor.toHtml to always print 6 hex digits led by a '#', i.e. '#000000' for black
Bugfixes
- Fixed a rare crash in flight physics of fighters
- Fixed an issue where hangars would be rendered way too bright in some cases
- [UBR] Fixed an issue where Xsotan waves started spawning in a rift sector right after accepting the corresponding mission and before the player entered the sector
- [UBR] Fixed an issue where the player wouldn't be warned of their ships destruction when switching to another sector while in a rift sector
- [UBR] Fixed an issue where part of the ServerRunner window was not visible
- [UBR] Fixed an issue where no warning was displayed when leaving ships behind in a rift sector
After performing well on the beta branch, patch 2.4.3 is now live on the default main branch. We've fixed a few bugs (like the station-says-I'm-docked-but-I'm-not-actually-docked-what-the-hell-is-happening-bug) and implemented a workaround for an AMD driver crash.
UI
- Improved consistency of subsystem tooltip descriptions
Bugfixes
- Fixed an issue where client and server disagreed about docking state (This should resolve cases where the ship was shown as docked but various menus sent errors about not being docked)
- Implemented a workaround for an AMD GPU driver issue
- Fixed an issue where ancient gates could be connected to world boss sectors
- Fixed an issue where it was possible to give orders meant for ships to stations
- Fixed a crash when a station was ordered to support a ship and the ship left the sector
- Fixed an issue where boss health bars were visible in build mode
- Fixed a crash related to destroyed entities in scrapyard sectors
- Fixed an issue where a tooltip obstructed the confirmation dialog when removing a subsystem with shift-click
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
UI
- Improved consistency of subsystem tooltip descriptions
Bugfixes
- Fixed an issue where client and server disagreed about docking state
- This should resolve cases where the ship was shown as docked but various menus sent errors about not being docked
- Implemented a workaround for an AMD GPU driver issue
- Fixed an issue where ancient gates could be connected to world boss sectors
- Fixed an issue where it was possible to give orders meant for ships to stations
- Fixed a crash when a station was ordered to support a ship and the ship left the sector
- Fixed an issue where boss health bars were visible in build mode
- Fixed a crash related to destroyed entities in scrapyard sectors
- Fixed an issue where a tooltip obstructed the confirmation dialog when removing a subsystem with shift-click
AMD situation
Some users reported crashes with AMD cards when creating or loading a galaxy using AMD driver version 23.12.1 or 24.1.1. We have implemented a workaround that hopefully addresses this issue. If you had this issue, please report in the comments if this patch fixes the issue for you (on driver 24.1.1). If the problem still exists we recommend a downgrade to driver 23.11.1.
Details
Some background on the status of this issue, by one of our devs: "This problem is particularly difficult to debug. Originally none of our office PCs with AMD cards were affected. However, we managed to build a PC where we can reproduce the issue, but even with this PC, the crash doesn't happen reliably. On a technical level, the crash happens in a thread run by the AMD driver in the Avorion process. This should not be possible unless there is a bug in the driver. For those who don't know: a driver *must not crash*. We have verified multiple times that our code is correct and doesn't raise any errors. We've contacted AMD multiple times over different channels but have not received a helpful answer, yet. Warning, technical: To analyze the cause, we tried to disable various parts of the engine. When the crash disappeared we always had to test many times, as it wasn't 100% reliable. No crashes a few times in a row can just be plain (bad?) luck and lead down the wrong path. We finally found different, independent functions we could disable, that individually stopped the crash. None of them look like they made sense as a cause for a crash. Just leaving them disabled was no option either, we had to find a solution without impacting the content of the game. We settled on restructuring a small part of preparatory texture work so we give the driver less work while loading the game, and forced the driver to complete some of its work on our schedule instead of its own." We're very sorry for the inconvenience. We hope that the workaround we've screwed into our engine fixes the issue for you fine AMD folks, and we hope we can remove it once the driver crash was fixed by AMD.
Discover the Avorion universe with a festive 50% discount and join our latest Free update!
- Behemoths Update Highlights:
- Mini World Bosses
- Escort AI & Ship Management
- Behemoth Event Series
Hello dear spacefarers, good news awaits as the latest patch 2.4.2 is now live on the default branch! After performing well on beta we're moving it onto default so you can enjoy the latest improvements over the holidays. Check out the exact patch notes here: https://steamcommunity.com/games/445220/announcements/detail/3884981746112663883 Merry Christmas and a happy new year! - The Boxelware Team
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Increased bonuses of Behemoth Civil Turret Control System
- Increased bonuses of Behemoth Military Turret Control System
- Behemoth Carrier Control System production speed is now a percentage bonus
- Behemoth Carrier Control System now also counts mining and shield subsystems for bonuses
- Tweaked a few subsystem tooltips to clarify their relevance for Behemoth System Bonuses
Bugfixes
- Fixed a crash when attempting to open a remote ship window for an unnamed craft (e.g. for a fighter)
- Fixed an issue where limit of at most one behemoth hyperspace system was not enforced
- Fixed an issue where behemoth upgrade systems counted temporary installed subsystems as permanently installed ones for bonuses
The long-awaited Behemoth Events DLC has landed in the Avorion default branch, together with Patch 2.4.1! Encounter legendary behemoth ships, enhance your ship with new subsystems, and face epic challenges as they ruthlessly attack sectors in the galaxy.
Behemoth Event Series
- Fight Behemoth bosses that will attack different sectors in the galaxy
- Collect unique subsystems with special properties dropped by these colossal bosses
- Dive into a dynamic experience as behemoths destroy and salvage entire sectors if left undefeated
- Enable or disable behemoth events at will
- Get it here: Avorion - Behemoth Event Series
Update 2.4.1 Highlights
New World Bosses
We wanted to bring more life to the galaxy, so we're introducing many new bosses that you'll encounter while exploring. These bosses are tough to fight and will drop some fine loot! Each of them will have a unique encounter and sector to fight them in. Additionally, they'll have personal unique backstories that players can discover.
Escort AI
We've taken some steps to improve the escort AI behavior, especially when ships follow other ships through hyperspace. You can now see on the map how far your following ships can jump so that you don't accidentally lose them. On top of that, we've fixed some other issues and ensured that ships keep looking for the ship they were supposed to escort until it comes back into the sector or in hyperspace range.
Ship Management
Managing ships has received a big improvement: You can now remote-manage ships that are in the same sector as you. No more switching ships to dump some cargo or assign another captain! Sadly, due to technical limitations, we can't add this feature for ships that are outside of your current sector. We would have added it if we could! The fleet overview has received some important quality-of-life changes, too. You can now filter, search, or remote-manage ships easily.
Performance & Bugfixes
We've added tons of performance improvements, especially on the galaxy and in rifts. As always there are also many fixes for bugs that have been reported by users. Thank you so much and keep it up, everyone! Enjoy! For more details on the other improvements and features coming with Update 2.4.1, check out the full patch notes here: https://store.steampowered.com/news/app/445220/view/3882728508898127857 Thank you all for your ongoing support! We are looking forward to seeing you all in Avorion! - The Boxelware Team
2.4.1 is out of beta and live on the default branch! To enable Behemoth Events you now need have the Behemoth Event Series DLC installed. If you weren't following beta releases, here are the combined changes since 2.3.2:
Behemoth Events
"The behemoths are coming! These legendary ships will now attack helpless sectors - unless someone stops them."
- Added a new series of events where large behemoth ships attack sectors in the galaxy
- Added new, special subsystems with unique properties dropped by these bosses
- Behemoths are very strong and will ruthlessly attack random sectors in different quadrants of the galaxy
- When they're not defeated in time, they will destroy & salvage entire sectors
- Behemoths do not attack sectors with player-owned stations
- Behemoths can be enabled/disabled at will, but will be always disabled when the DLC is not installed
- You don't need the DLC installed to play on a multiplayer server which has the DLC enabled
- Increased number of bonus turret slots for Behemoth Combat/Civil Turret Control Systems
- Adjusted slightly misleading Behemoth Carrier Systems description
New World Bosses
"We're introducing many new bosses that you'll encounter while exploring the galaxy. These bosses are tough to fight and will drop some fine loot. Additionally, they'll have their own unique back stories that players can discover. Or ignore. You can do what you want. I'm not your boss. I'm just text."
- Added new bosses that will appear on the map
- Each boss has a unique arena they can be fought in
- Each boss has a unique background story for players to find
- Dev Note: Hidden mass sectors that were scouted by captains, but not yet visited by you, may have incorrect scouting information on the Galaxy Map
Escort AI
"We've taken some steps to improve the escort AI behavior, especially when ships follow other ships through hyperspace."
- Added a new dotted range indicator for the jump range of all escorting ships
- The minimum jump range of all ships escorting the selected ship (or you) will be shown
- ie. when Ship A is being escorted by B (range 4) and C (range 6), a dotted line with range 4 will be displayed on the map
- Works for escort chains, too (A escorting B escorting C)
- Improved behavior for jumping after other ships when escorting/following
- Ships now warn after waiting for 5 minutes if they can't follow their escortee
- Ships can now find their escorted ship again when it returns into them, instead of cancelling the escort command
- Ships now locate their escort target on the map and will jump to it (if in range)
- Ships that want to jump out of the sector now wait until escorting allied ships are ready to jump
- Travel command no longer destroys an escort order of escorting ships
- Ships can no longer be followed by enemy ships that are set to "escort" them
Remote Ship Management
"Managing ships has received a big improvement: You can now remote-manage ships, that are in the same sector as you. No more switching ships to dump some cargo or assign another captain! Sadly, due to technical limitations, we can't add this feature for ships that are outside of your current sector. We would have added it if we could!"
- You can now manage ships that are in the same sector as you, as if you were sitting in them
- Holding 'I' now opens the remote management window for the selected ship (if you have the rights to manage it)
- Briefly pressing "I" still opens your current ship's management window
- Added an interaction option to manage another ship
- Added visual clues to the remote manage window to make it more clear it is not your current ship's window
Fleet Tab
"The fleet overview has received some important quality of life changes. You can now filter, search, or remote-manage ships easily."
- Added searching to the fleet window
- Added a compact view to the fleet window
- Added a checkbox to sort crafts in the same sector to the top
- Added a context menu when right-clicking in the Fleet Tab (similar to Galaxy Map):
- Select
- Manage
- Switch to craft
- Switch to sector
- Show On Map
- Added controls hint for right mouse button context menu
- Improved compact view to take currently selected ship or station into account
- Ships that have yield ready to claim will now display an icon in compact view
Additional UI improvements
- Added a 'Manage' option to the GalaxyMap context menu to manage a ship in your sector
- Initial ships are now named "Inspiration-X.xml" to avoid confusion over their purpose
- Added a "Streamer Mode" setting for improved privacy
- Hides paths containing possibly private information
- Added more tooltips and explanation about how to buy building knowledge for ores
- Added an item to the galaxy map legend for explanation of jump range of escorting ships
- Reduced height of minor notifications on the right so that the important ones stick out more
- Added an "Unlisted" setting for workshop uploads
- Some buttons to command fighters are now hidden if they are not applicable
- e.g. no "Return" button when no fighters are out
- When pressing Return key in the ship design renaming window, the rename is confirmed instead of the text box losing focus
- Mission-relevant trading goods are now specially marked in sell command
- Clarified some single- vs. multiplayer related expressions in loading screen and other windows
Performance
- Improved performance on galaxy map when lots of sectors have been explored and are marked on the map
- Improved overall performance in Rifts
- Improved overall script performance
Multiplayer & Security
- Fixed an issue where it was possible to overload a server with too much traffic
- Implemented detection of suspicious network traffic patterns and dropping of such players
Misc
- Updated Credits
Bugfixes
- Fixed a bug where ships could get duplicated during hyperspace jumps
- Fixed an exploit where resource depot could be abused for infinite resources
- Fixed an issue where some captains with special combinations of traits could procure or sell infinite goods in constant time
- Fixed an issue where docked objects removed the "empty space" hyperspace bonus
- Fixed a bug in the encyclopedia, where Scrap Metal had the same text as scrap materials besides beeing a normal trading good
- Fixed an issue where escorting ships could shoot torpedoes at their protegee
- Fixed an issue were inactive gate activators would automatically undock a battery but then weren't able to dock that battery before it leaves docking distance
- Inactive gate activator will now first check if it can dock the battery it undocked in previous update step independent of distance
- Fixed an issue where stations could buy goods without getting them in their cargospace
- Fixed an issue where captains didn't reach 100% experience when level 6
- Fixed an issue where tooltips of turrets with 5 or more crew members of the same profession had two lines for crew instead of one
- Fixed an issue where rift objects could be at war with players after loading a galaxy backup
- Fixed a potential issue with Black Market mission "The Transport" where players could lose mission item
- Family mission 4 will now reset to phase were identity thief is given instead
- Mission item is now marked as such
- Fixed an issue where milestone for a 5-slot-ship was already unlocked with 4 slots
- Fixed an issue where the Four could have a pirate encounter in their sector
- Fixed an issue where galaxies could have the same name when there were capitalized letters in the new galaxy name
- Fixed an issue where tech level label for special offer was at the wrong place and wrong size
- Fixed an issue where a boss with lasers would never fire at players if multiple player ships were in the sector
- Fixed an issue where a negative amount of goods could be sold to a station
- Fixed an issue were one explore sector mission couldn't be accomplished while a second was active
- Fixed several issues were Tutorial could get stuck if player left the ship
- Fixed an issue where rift monoliths could be shot through the sector
- Fixed an issue were rift mission exiting items were not put in full inventories
- Fixed an issue with Omni Recycler turret, where the turret might use massive amounts of energy
- Fixed an issue were black market mission "Protect the Transport" would not continue after dialog
- This was possible if dialog partner was destroyed by autofire turrets which led to the phase not being set correctly
- Fixed an issue when renaming or moving a design file: The corresponding steam upload (project file) is now updated instead of deleted
- Fixed tutorial using hard-coded key shortcut for interact instead of actual key
- Fixed an issue where cargo bay pickup behavior was not transmitted from server to client
- Fixed an issue where turret AI would try to shoot holo-blocks
- Fixed an issue with the settler treck mission crashing sometimes when trying to delete entities
- Added missing SFX for imperial lightning cannon
- Fixed some issues concerning money and resource handling with broken values to avoid broken money/resource values
- Fixed a crash when opening system tab in ship window while having a subsystem installed in a locked slot
- Fixed an issue where escorting ships prioritized gates over jumps even when target sector was in jump range
- They will still attempt to use gates if their hyperspace engine is on cooldown
- Fixed an issue where escorting ships did not immediately jump with the leader when possible
- Fixed an issue that caused error messages "You can't modify the component ControlUnit"
- Fixed an issue where player owned resource depots gave incorrect amounts of resources and money
- Fixed an issue where the filter for stolen goods overruled other cargo bay filter settings
- Fixed an issue where toggling compact view off and on resulted in the wrong row being expanded
- Fixed an issue where a Long-Distance-Trader subsystem's tooltip claimed to provide software for Transporter Blocks even when it didn't
Multiplayer & Security
- Updated Steam API to v 1.57, added authentication safety against man-in-the-middle attacks
Bugfixes
- Fixed a crash on Linux related to recent Steam client updates affecting singleplayer and hosting multiplayer games
- Fixed an issue where the dedicated server settings were not fully visible in the ServerRunner window
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Behemoth Events
- Increased number of bonus turret slots for Behemoth Combat/Civil Turret Control Systems
- Adjusted slightly misleading Behemoth Carrier Systems description
Remote Ship Management
- Remote managing the selected ship now requires the player to hold "I"
- Briefly pressing "I" while having another ship selected now just opens your current ship's management window again
- Added visual clues to the remote manage window to make it more clear it is not your current ship's window
Fleet Tab
- Improved compact view to take currently selected ship or station into account
- Ships that have yield ready to claim will now display an icon in compact view
Misc
- Updated Credits
Bugfixes
- Fixed a crash on Linux related to recent Steam client updates affecting singleplayer and hosting multiplayer games
- Fixed a crash when opening system tab in ship window while having a subsystem installed in a locked slot
- Fixed an issue where escorting ships prioritized gates over jumps even when target sector was in jump range
- They will still attempt to use gates if their hyperspace engine is on cooldown
- Fixed an issue where escorting ships did not immediately jump with the leader when possible
- Fixed an issue that caused error messages "You can't modify the component ControlUnit"
- Fixed an issue where player owned resource depots gave incorrect amounts of resources and money
- Fixed an issue where the filter for stolen goods overruled other cargo bay filter settings
- Fixed an issue where toggling compact view off and on resulted in the wrong row being expanded
- Fixed an issue where a Long-Distance-Trader subsystem's tooltip claimed to provide software for Transporter Blocks even when it didn't
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Behemoth Events
"The behemoths are coming! These legendary ships will now attack helpless sectors - unless someone stops them."
- [beta only] The DLC will be enabled for anyone playing on the beta branch
- Added a new series of events where large behemoth ships attack sectors in the galaxy
- Added new, special subsystems with unique properties dropped by these bosses
- Behemoths are very strong and will ruthlessly attack random sectors in different quadrants of the galaxy
- When they're not defeated in time, they will destroy & salvage entire sectors
- Behemoths do not attack sectors with player-owned stations
- Behemoths can be enabled/disabled at will, but will be always disabled when the DLC is not installed
- You don't need the DLC installed to play on a multiplayer server which has the DLC enabled
New World Bosses
"We're introducing many new bosses that you'll encounter while exploring the galaxy. These bosses are tough to fight and will drop some fine loot. Additionally, they'll have their own unique back stories that players can discover. Or ignore. You can do what you want. I'm not your boss. I'm just text."
- Added new bosses that will appear on the map
- Each boss has a unique arena they can be fought in
- Each boss has a unique background story for players to find
- Dev Note: Hidden mass sectors that were scouted by captains, but not yet visited by you, may have incorrect scouting information on the Galaxy Map
Escort AI
"We've taken some steps to improve the escort AI behavior, especially when ships follow other ships through hyperspace."
- Added a new dotted range indicator for the jump range of all escorting ships
- The minimum jump range of all ships escorting the selected ship (or you) will be shown
- ie. when Ship A is being escorted by B (range 4) and C (range 6), a dotted line with range 4 will be displayed on the map
- Works for escort chains, too (A escorting B escorting C)
- Improved behavior for jumping after other ships when escorting/following
- Ships now warn after waiting for 5 minutes if they can't follow their escortee
- Ships can now find their escorted ship again when it returns into them, instead of cancelling the escort command
- Ships now locate their escort target on the map and will jump to it (if in range)
- Ships that want to jump out of the sector now wait until escorting allied ships are ready to jump
- Travel command no longer destroys an escort order of escorting ships
- Ships can no longer be followed by enemy ships that are set to "escort" them
Remote Ship Management
"Managing ships has received a big improvement: You can now remote-manage ships, that are in the same sector as you. No more switching ships to dump some cargo or assign another captain! Sadly, due to technical limitations, we can't add this feature for ships that are outside of your current sector. We would have added it if we could!"
- You can now manage ships that are in the same sector as you, as if you were sitting in them
- Pressing 'I' now opens the management window for the selected ship (if you have the rights to manage it)
- Added an interaction option to manage another ship
Fleet Tab
"The fleet overview has received some important quality of life changes. You can now filter, search, or remote-manage ships easily."
- Added searching to the fleet window
- Added a compact view to the fleet window
- Added a checkbox to sort crafts in the same sector to the top
- Added a context menu when right-clicking in the Fleet Tab (similar to Galaxy Map):
- Select
- Manage
- Switch to craft
- Switch to sector
- Show On Map
- Added controls hint for right mouse button context menu
Additional UI improvements
- Added a 'Manage' option to the GalaxyMap context menu to manage a ship in your sector
- Initial ships are now named "Inspiration-X.xml" to avoid confusion over their purpose
- Added a "Streamer Mode" setting for improved privacy
- Hides paths containing possibly private information
- Added more tooltips and explanation about how to buy building knowledge for ores
- Added an item to the galaxy map legend for explanation of jump range of escorting ships
- Reduced height of minor notifications on the right so that the important ones stick out more
- Added an "Unlisted" setting for workshop uploads
- Some buttons to command fighters are now hidden if they are not applicable
- e.g. no "Return" button when no fighters are out
- When pressing Return key in the ship design renaming window, the rename is confirmed instead of the text box losing focus
- Mission-relevant trading goods are now specially marked in sell command
- Clarified some single- vs. multiplayer related expressions in loading screen and other windows
Performance
- Improved performance on galaxy map when lots of sectors have been explored and are marked on the map
- Improved overall performance in Rifts
- Improved overall script performance
Multiplayer & Security
- Fixed an issue where it was possible to overload a server with too much traffic
- Implemented detection of suspicious network traffic patterns and dropping of such players
- Updated Steam API to v 1.57, added authentication safety against man-in-the-middle attacks
Misc
- Updated Credits
Bugfixes
- Fixed a bug where ships could get duplicated during hyperspace jumps
- Fixed an exploit where resource depot could be abused for infinite resources
- Fixed an issue where some captains with special combinations of traits could procure or sell infinite goods in constant time
- Fixed an issue where docked objects removed the "empty space" hyperspace bonus
- Fixed a bug in the encyclopedia, where Scrap Metal had the same text as scrap materials besides beeing a normal trading good
- Fixed an issue where escorting ships could shoot torpedoes at their protegee
- Fixed an issue were inactive gate activators would automatically undock a battery but then weren't able to dock that battery before it leaves docking distance
- Inactive gate activator will now first check if it can dock the battery it undocked in previous update step independent of distance
- Fixed an issue where stations could buy goods without getting them in their cargospace
- Fixed an issue where captains didn't reach 100% experience when level 6
- Fixed an issue where tooltips of turrets with 5 or more crew members of the same profession had two lines for crew instead of one
- Fixed an issue where rift objects could be at war with players after loading a galaxy backup
- Fixed a potential issue with Black Market mission "The Transport" where players could lose mission item
- Family mission 4 will now reset to phase were identity thief is given instead
- Mission item is now marked as such
- Fixed an issue where milestone for a 5-slot-ship was already unlocked with 4 slots
- Fixed an issue where the Four could have a pirate encounter in their sector
- Fixed an issue where galaxies could have the same name when there were capitalized letters in the new galaxy name
- Fixed an issue where tech level label for special offer was at the wrong place and wrong size
- Fixed an issue where a boss with lasers would never fire at players if multiple player ships were in the sector
- Fixed an issue where a negative amount of goods could be sold to a station
- Fixed an issue were one explore sector mission couldn't be accomplished while a second was active
- Fixed several issues were Tutorial could get stuck if player left the ship
- Fixed an issue where rift monoliths could be shot through the sector
- Fixed an issue were rift mission exiting items were not put in full inventories
- Fixed an issue with Omni Recycler turret, where the turret might use massive amounts of energy
- Fixed an issue were black market mission "Protect the Transport" would not continue after dialog
- This was possible if dialog partner was destroyed by autofire turrets which led to the phase not being set correctly
- Fixed an issue when renaming or moving a design file: The corresponding steam upload (project file) is now updated instead of deleted
- Fixed tutorial using hard-coded key shortcut for interact instead of actual key
- Fixed an issue where cargo bay pickup behavior was not transmitted from server to client
- Fixed an issue where turret AI would try to shoot holo-blocks
- Fixed an issue with the settler treck mission crashing sometimes when trying to delete entities
- Added missing SFX for imperial lightning cannon
- Fixed some issues concerning money and resource handling with broken values to avoid broken money/resource values
Greetings, Space Pilots!
Prepare to set your navigation systems because Boxelware Team is launching their course straight to Gamescom for an epic Meet & Greet!
Touch down coordinates: Under a tree at the Piazza in Koelnmesse! We will be there from 3:30PM-4:00PM CEST. Land your shuttles nearby, and warp on over to chat, interstellar networking, and classified intel about the game!
Before you depart from your space stations, remember, Earths sun is notorious in this galaxy. Cosmic rays play hard, so don't forget your sunscreen as you embark on your voyage to Gamescom!
Safe travels, pilots! See you at Gamescom!
Follow us on Facebook, Twitter, and Instagram for more developer news and updates!
Hello dear Spacefarers, Explorers, Pirates and Xsotan Hunters!
We are excited to be back to Avorion with many updates and a free DLC in the works! We have some new world minibosses, we made some improvements to escort AI, ship management, and more! We truly hope that you enjoy these changes, and of course, enjoy experiencing them when the time comes!
Mini World Bosses
We all love exploring space, and to make sure it wont get too boring, we added various Mini World Bosses! Now youll be running into some friends as you travel around the galaxy Oh, also, be careful, we cant be held accountable for any property damage made to your vessels. These mini world bosses will each have their own unique designs as well as backstories! Some will even feature new and unique weapons!
Escort AI
Over time weve collected quite some feedback for the escort AI. We tried our best to improve the escort AI as much as possible with all the suggestions weve received, here are some of the changes weve made:
- Behavior improvement of ships set to escort,
- When ships are escorting other ships, their collective group jump range will be displayed on the map. Even when it is transitive escorting, ie. A escorts B which escorts C,
- Ships will now wait before a hyperspace jump until all escorting ships have recharged their hyperspace engines,
- Ships will send more meaningful messages when their escorted ship is lost,
- An escort order will not automatically end when the escortee is lost, instead the ship will wait for it to reappear, and even try to hyperspace jump to it, if it is in range,
- Travel commands will no longer break escort orders!
Ship Management
Considering ship management, were busy implementing your feedback as best we could, so we are working on making the management of fleets easier and better! Well be adding a compact view of the ship list, as well as a search function and filters! There will also be a feature that allows you to switch to any ship through this list. On top, you will have the convenience of managing ships that are in the same sector as you are, as if you were sitting in them! Unfortunately we cannot do this for ships in other sectors due to technical reasons Nonetheless, we hope you enjoy these new features when they are out!
Behemoth Event Series
A new Behemoth Event Series will be added as a new DLC! Were really excited about this as it introduces a cool dynamic gameplay event for all players on the server to enjoy, adding more life to the galaxy! If you wish to partake, the Behemoth Event will feature the following:
- 4 new, very large and strong motherships will be attacking random sectors every few hours without previous warning in all 4 directions of the galaxy! (Dont worry though, it will be one at a time.)
- The attacks will be called out on the entire server/galaxy!
- If theyre not defeated quickly enough, they will turn the entire sector to ashes
- If you do defeat them, they will drop new unique upgrades, (4 new upgrades in total)!
- And if youre not strong enough Flee!
Why the 'Free DLC'?
Weve been getting this question a lot since the initial announcement. We would like to communicate from the get-go that some of the content the update brings is optional. While we think the Behemoth Event will be a great addition to the game, time has shown that not everyone likes these kinds of updates/events. We've learned from our past experiences and want to communicate well and clearly, which is why we've decided we'll be releasing the Behemoth Event series as a free DLC. In the future, you might see more parts of updates released as free DLCs to communicate the, uh, optionality of these features.
What about the future of Avorion?
We've got some good news here: After taking a short break from Avorion we've decided that we'll be supporting the game for at least another 2 years with more content, additional features, performance and bugfix updates! Full disclosure: We won't be able to release all three updates that we had initially planned on our Roadmap for 2023, but we're confident we'll be able to release two of them. Thank you all so much for being with us, and supporting us. We will continue doing our best to deliver all these features as soon as possible! https://store.steampowered.com/app/445220/Avorion/
Greetings, Space Pilots
After listening to all the amazing feedback, youve provided us with. We took some time to focus on improving our internal structures and workflows to ensure that the upcoming updates help improve your overall Avorion experience.
New updates are around the corner, so make sure to keep an eye out for them, as a new Free DLC and Free Update is lurking in the abyss! Get behind-the-scenes insights on what exactly to expect in the spectacular changes coming!
Wed like to thank all of you for taking part in this project of ours. Without you, all of this wouldnt be possible!
https://store.steampowered.com/app/445220/Avorion/
Simfest 2023 is happening and Avorion is part of it!
We are thrilled to announce that Avorion will be part of Simfest the Steam festival celebrating all things related to simulation games: https://store.steampowered.com/sale/simfest From today through the 24th of July, 10 am PDT 2023, you can save 40% off all Avorion DLCs. In addition to that, you will also be able to experience some of the latest and greatest simulation titles and see what the future holds for the simulation genre with coming soon games. From simulators that cover hobbies you would love to experience to job simulators that revolve around your dream career (even out-of-this-world ones), Simfest will feature a wide variety of titles in the genre. Simfest is a Steam festival co-hosted by Auroch Digital and Stray Fawn Studio. This years event will be the second Simfest, after Simfest: Hobby Edition took place in 2022. Join Avorion and many other incredible simulation games in Simfest 2023. We hope to see you there!
Future Updates
In addition to all DLCs being discounted, we also have news on future updates that we're working on! We'll reveal more about those very soon, so stay tuned!
Hey Space Pilots!
After all the battles, farming, building, and exploring, we got some exciting news to share with you!
Avorion will be participating in the Steam Summer Sale this holiday with an astronomical 50% discount! Make sure to check it out, this is something you dont want to miss!
https://store.steampowered.com/app/445220/Avorion/
Performance
"While working on our next free content update (more on that here) we've made major improvements to sector loading times, as well as some adjustments to our RAM management, that we didn't want to keep from you, so, enjoy!"
- Improved performance of base game loop (client & server) by 0.6ms (ca. +4% better performance at 60FPS)
- Note: This was on our office workstations, impact on other machines can differ, but there should be a notable impact especially for older hardware
- Improved performance of loading screens when ambient shuttles are enabled, but none are active in the sector
- Drastically improved performance of loading screens when there are lots of asteroids and shaders are set to "Normal"
- Note: 24s loading screen down to 6s loading screen for massive asteroid fields on our workstations at the office
- Improved general performance of scripts
- Strongly reduced memory usage of scripts
- Improved server performance when leaving rift sectors
- F10, /profile and /status no longer stall client/server during the output filedump
Modding
- Dev-Script lib/entitydbg.lua is no longer added to everything by default but when pressing F4
Hello dear space farers, pirates, miners, explorers, and faction war wagers! It's the end of the (work) year for us here at Boxelware and we'd like to take the time to share our plans for Avorion for 2023 with you. Sadly, it looks like we were a little too ambitious with some things on our 2022 update schedule, so some features will have to be postponed to 2023. We've been hard at work, but some things just take time and we want to make sure to deliver only the best updates in the future. For 2023, we now have a clearer schedule/roadmap/milestones (call it however you want) for the planned updates (yes they'll be free) which you can find on our updated roadmap! They include more content, blocks, a photo mode, and also some improvements to factions. With each update we also always want to include quality-of-life improvements, content, bug fixes, and, if possible, performance improvements. Some of the latest performance improvements that we were working on are already available on the beta branch, and you should definitely check them out! Over there, we have improved general performance, but also greatly reduced loading screen times and memory usage of Avorion. If you want the full overview, check out the updated roadmap here: https://avorion.fandom.com/wiki/Roadmap We hope you have some great fun with whatever solstice festivities you celebrate, happy holidays and a wonderful new year 2023. We'll see you then! - Boxelware
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Performance
"While working on our next free content update (more on that later this week) we've made some adjustments to our RAM management, that we didn't want to keep from you, so, enjoy!"
- Improved general performance of scripts
- Strongly reduced memory usage of scripts
- Improved server performance when leaving rift sectors
Avorion has been on Steam for a few really exciting years now, and that time was a hell of an exciting ride for our team. But over the time Avorion always remained a passion project for us, adding new content, ideas, and a whole lot of love.
With the category Labor of Love at this year's Steam Awards, you can nominate not only new titles, but also a work that has still received good support and a lot of care from the devs over the years.
So, if you've been following us a bit on the exciting adventure of developing Avorion, enjoying the game all these years or maybe just discovered it for yourself - please consider nominating Avorion for the Labor of Love award!
You can submit your nominations as of now during the Steam Autumn Sale. The final voting for the most popular nominations will take place during the Winter Sale!
So submit your nomination, and maybe we'll see Avorion in the next round - you would make us very proud!
Thank you for your time!
Your Boxelware Team
In today's developer stream, Konstantin and Felix talk with you about the latest patch 2.3 for Avorion! Check out the stream right here on Steam or on our Twitch channel: https://www.twitch.tv/boxelware. We look forward to seeing you!
Gameplay
- Added a new Xsotan enemy that dashes
- Improved Auto Research
- 3 items are now fed to station AI (instead of 5)
- Auto Research can now respect the type of items
- Added a new "Repair Nearby Ships" order for fighters
- Mothership is always prioritized
- After mothership is repaired, nearby allied ships are repaired
- Renamed current "Repair" fighter order to more fitting "Repair Target"
- "Repair Target" now has the fighters stay at the target after repairing it fully
- Fighters now return and land once target is destroyed, instead of circling the mothership
- Added a new "Collect Loot" Fighter order
- Added a new legendary lightning turret
- Added a new legendary party turret
- Increased likelihood of ships appearing while mining/salvaging/etc.
- Reduced prices of torpedoes by 40% - 80%, depending on rarity and type
Steam Achievements & Mods
- It is now possible to optionally enable Steam Achievements while mods are active
Maintenance Command
- Restock Command has been renamed to Maintenance Command
- Maintenance can now send a ship to repair the ship, hire crew, buy torpedoes and buy fighters
- Maintenance is the only command that can be started without functional crew or when the ship is severely damaged
- Maintenance command can now fill torpedo shafts when buying torpedoes, not just storage
UI
- Object Detector highlights now flash to be easily distinguishable from normal reticles
- Object Detector no longer highlights docked objects
- Cargo that is important for missions now has a special icon in Cargo Bay UI
- Added a milestone for the secret stick ship boss
- Speech bubbles of the player ship are now shown below the ship, not above it
- Marking items in inventory as trash now has settings for type & DPS of items
- Setting for sorting mission items to the top in the inventory is now remembered
Into The Rift - Gameplay
- Added icons to rift monoliths for better orientation
- Added icons to critical mission objects for better orientation
- Improved clarity of all rift missions
- Added icons to mark finished monoliths
- Rescue of a lost Expedition: The shelter asteroid can now be interacted with
- Applied Xenology: Added visualizations on where probes can be placed
- Applied Xenology: Added a button to quickly deploy a probe
- Applied Xenology: Improved spawning of enemies when placing a probe
- Xsotan Core Extraction: All monoliths now have larvae
- Recovery Missions: Added icons to found wreckages for better orientation
- Removed effects of several rift environmental effects on fighters
- Acid Fog, Radiation and Xsotan Breeders no longer affect or are affected by fighters
- Several mission-critical objects are now invincible
- Adjusted Repair and Attack platform's HP to survive longer, especially in the center
- Increased amount of Rift Research Data dropped by Xsotan by 50%
- Increased amount of Rift Research Data gathered by Scientist captain by 50%
- Increased time it takes a Smuggler captain to procure Rift Research Data
Into The Rift - UI
- Added current ship mass to rift mission mass constraint tooltip
- Improved phrasing for mass limit to clarify destruction of the ship
- Dialogs with objects that need batteries now explicitly state that there are batteries nearby
- Flashing indicator for batteries no longer turns off after some time
- Batteries no longer flash while docked
- Weapon chamber switch indicator stops flashing once activated
- Battery stash indicator flashes after first interaction to make it easier to find again
- Battery stash indicator stops flashing after opening
Into The Rift - Modding
- Exposed several files of the Into The Rift DLC for modding
Performance
- Improved performance when adding torpedoes while the Torpedoes UI is open
Bugfixes
- Fixed several issues when objects were deleted
- Fixed an issue where mine/salvage orders weren't stopped properly while fighters were still deployed
- Fixed an issue where AI ships tried to mine/salvage while weapons were disabled
- Fixed an issue where some auto pilot buttons were missing while sitting in the ship
- Fixed some issues where mine/salvage command didn't work and/or gave unhelpful errors
- Fixed an issue where the location of the Xsotan Swarm Event Boss wasn't sent to players that had logged in during the event
- Fixed an issue where sparks for beam hits were created when paused
- Fixed an issue where Acid Fog in Rifts had a higher level than predicted by the mission board
- Fixed an issue where NPCs attacked marker buoys
- Fixed notifications overlaying the cursor while selecting a command on the galaxy map
- Fixed an issue where workforce in crew tab looked janky
- Fixed an issue where auto research tried to combine invalid items
- Fixed a possible crash when key bindings file was corrupted
- [UBR] Fixed an issue where Lasers from the turret factory could be configured to have 0 dps
- [UBR] Fixed an issue where repair beams could be blocked by impenetrable shields
- [UBR] Fixed an issue where DPS of weapons with battery charge was calculated incorrectly
- [UBR] Fixed an issue where the cargo volume wasn't updated correctly when using the Supply operation
- Fixed several crashes
- Fixed several spelling issues
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Added a new Xsotan enemy that dashes
- Improved Auto Research
- 3 items are now fed to station AI (instead of 5)
- Auto Research can now respect the type of items
- Added a new "Repair Nearby Ships" order for fighters
- Mothership is always prioritized
- After mothership is repaired, nearby allied ships are repaired
- Renamed current "Repair" fighter order to more fitting "Repair Target"
- "Repair Target" now has the fighters stay at the target after repairing it fully
- Fighters now return and land once target is destroyed, instead of circling the mothership
- Added a new "Collect Loot" Fighter order
- Added a new legendary lightning turret
- Added a new legendary party turret
- Increased likelihood of ships appearing while mining/salvaging/etc.
- Reduced prices of torpedoes by 40% - 80%, depending on rarity and type
Steam Achievements & Mods
- It is now possible to optionally enable Steam Achievements while mods are active
Maintenance Command
- Restock Command has been renamed to Maintenance Command
- Maintenance can now send a ship to repair the ship, hire crew, buy torpedoes and buy fighters
- Maintenance is the only command that can be started without functional crew or when the ship is severely damaged
- Maintenance command can now fill torpedo shafts when buying torpedoes, not just storage
UI
- Object Detector highlights now flash to be easily distinguishable from normal reticles
- Object Detector no longer highlights docked objects
- Cargo that is important for missions now has a special icon in Cargo Bay UI
- Added a milestone for the secret stick ship boss
- Speech bubbles of the player ship are now shown below the ship, not above it
- Marking items in inventory as trash now has settings for type & DPS of items
- Setting for sorting mission items to the top in the inventory is now remembered
Into The Rift - Gameplay
- Added icons to rift monoliths for better orientation
- Added icons to critical mission objects for better orientation
- Improved clarity of all rift missions
- Added icons to mark finished monoliths
- Rescue of a lost Expedition: The shelter asteroid can now be interacted with
- Applied Xenology: Added visualizations on where probes can be placed
- Applied Xenology: Added a button to quickly deploy a probe
- Applied Xenology: Improved spawning of enemies when placing a probe
- Xsotan Core Extraction: All monoliths now have larvae
- Recovery Missions: Added icons to found wreckages for better orientation
- Removed effects of several rift environmental effects on fighters
- Acid Fog, Radiation and Xsotan Breeders no longer affect or are affected by fighters
- Several mission-critical objects are now invincible
- Adjusted Repair and Attack platform's HP to survive longer, especially in the center
- Increased amount of Rift Research Data dropped by Xsotan by 50%
- Increased amount of Rift Research Data gathered by Scientist captain by 50%
- Increased time it takes a Smuggler captain to procure Rift Research Data
Into The Rift - UI
- Added current ship mass to rift mission mass constraint tooltip
- Improved phrasing for mass limit to clarify destruction of the ship
- Dialogs with objects that need batteries now explicitly state that there are batteries nearby
- Flashing indicator for batteries no longer turns off after some time
- Batteries no longer flash while docked
- Weapon chamber switch indicator stops flashing once activated
- Battery stash indicator flashes after first interaction to make it easier to find again
- Battery stash indicator stops flashing after opening
Into The Rift - Modding
- Exposed several files of the Into The Rift DLC for modding
Performance
- Improved performance when adding torpedoes while the Torpedoes UI is open
Bugfixes
- Fixed several issues when objects were deleted
- Fixed an issue where mine/salvage orders weren't stopped properly while fighters were still deployed
- Fixed an issue where AI ships tried to mine/salvage while weapons were disabled
- Fixed an issue where some auto pilot buttons were missing while sitting in the ship
- Fixed some issues where mine/salvage command didn't work and/or gave unhelpful errors
- Fixed an issue where the location of the Xsotan Swarm Event Boss wasn't sent to players that had logged in during the event
- Fixed an issue where sparks for beam hits were created when paused
- Fixed an issue where Acid Fog in Rifts had a higher level than predicted by the mission board
- Fixed an issue where NPCs attacked marker buoys
- Fixed notifications overlaying the cursor while selecting a command on the galaxy map
- Fixed an issue where workforce in crew tab looked janky
- Fixed an issue where auto research tried to combine invalid items
- Fixed a possible crash when key bindings file was corrupted
- [UBR] Fixed an issue where Lasers from the turret factory could be configured to have 0 dps
- [UBR] Fixed an issue where repair beams could be blocked by impenetrable shields
- [UBR] Fixed an issue where DPS of weapons with battery charge was calculated incorrectly
- [UBR] Fixed an issue where the cargo volume wasn't updated correctly when using the Supply operation
- Fixed several crashes
- Fixed several spelling issues
Our Almost Biweekly Stream takes place again! Today, our devs are giving you a live insight into the development! Come by and watch us create a fun turret for our space game!
Our Almost Biweekly Stream again! Due to a case of illness, we had to change some plans for this stream, but our team assistant Judith will give you an update on our work anyway! Also, there will be some spacey community fun - so get your coolest Avorion builds ready to show off!
After performing well on the beta branch, patch 2.2.2 is now live on the default main branch. These are the changes coming with the patch:
Gameplay
- Added more rift missions to mission boards of Rift Research Centers
- Rifts: Gravity anomalies are now further away from mission targets to avoid interference
- Rifts: Reworked "Applied Xenology" rift mission to make it easier to defend the probes
- Rifts: Contents of rifts are now less far apart on lower rift depths
- Rifts: Added Free Play settings for allowed mass and Xsotan damage in rifts
UI
- Added a button to request new rift missions at Rift Research Centers
- Sectors with Rift Research Centers are now specially highlighted on the Galaxy Map
- Added an explanation on how to get Rift Research Data in Research Center Shop
- Rifts: Improved highlighting of nearby objectives
- Rifts: Monoliths and buoys of nearby paths are now highlighted to make it easier to navigate in rifts
Bugfixes
- Fixed an issue where identical captain clones were received from 'A Lost Friend' mission
- Fixed several issues where new subsystems gave too few turret slots
- Fixed an exploit where autopilot could refine more ores than available
- Fixed an issue where salvage and mining fighters didn't return to the hangar when a jump is ordered
- Fixed an issue where splitting the procurement of goods reduced the duration and chance of attack
- Fixed an issue where the corrupted AI did not become hostile to alliances after dialog
- Fixed an issue where patch notes window did not reset scrolling
- Fixed an issue where autopilot did not recognise when all required turrets were deactivated
- Fixed an issue where the Hermit quest did not continue if a player traveled to them via command
- Fixed an issue where ships could get lost/destroyed in rifts on higher difficulties when the game crashed or the server was shut down
- Fixed an issue where new players were all placed in the same sector after enough players joined a server
- Fixed several crashes in rifts
2022-09-08
- Improved some circumstances to help the game choose dedicated GPUs over Intel built-in GPUs
- This should drastically improve performance for some machines with both built-in Intel GPU and dedicated GPU
- Fixed a crash when opening the window to change turrets but ship is gone
- Fixed a crash when entering a rift
- Fixed some typos
- Improved translations
We talk about the aftermath of the launch of the Into the Rift DLC and give you an insight into everything that happened around the release! We'll also be introducing our newest team member and as always, we have an open ear for your questions!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Added more rift missions to mission boards of Rift Research Centers
- Rifts: Gravity anomalies are now further away from mission targets to avoid interference
- Rifts: Reworked "Applied Xenology" rift mission to make it easier to defend the probes
- Rifts: Contents of rifts are now less far apart on lower rift depths
- Rifts: Added Free Play settings (and corresponding .ini settings) for allowed mass and Xsotan damage in rifts
UI
- Added a button to request new rift missions at Rift Research Centers
- Sectors with Rift Research Centers are now specially highlighted on the Galaxy Map
- Added an explanation on how to get Rift Research Data in Research Center Shop
- Rifts: Improved highlighting of nearby objectives
- Rifts: Monoliths and buoys of nearby paths are now highlighted to make it easier to navigate in rifts
Bugfixes
- Fixed an issue where identical captain clones were received from 'A Lost Friend' mission
- Fixed several issues where new subsystems gave too few turret slots
- Fixed an exploit where autopilot could refine more ores than available
- Fixed an issue where salvage and mining fighters didn't return to the hangar when a jump is ordered
- Fixed an issue where splitting the procurement of goods reduced the duration and chance of attack
- Fixed an issue where the corrupted AI did not become hostile to alliances after dialog
- Fixed an issue where patch notes window did not reset scrolling
- Fixed an issue where autopilot did not recognise when all required turrets were deactivated
- Fixed an issue where the Hermit quest did not continue if a player traveled to them via command
- Fixed an issue where ships could get lost/destroyed in rifts on higher difficulties when the game crashed or the server was shut down
- Fixed several crashes in rifts
Update 2022-08-31
- Rifts: Added Free Play settings (and corresponding .ini settings) for allowed mass and Xsotan damage in rifts
- Fixed several crashes
We also made some minor improvements, like a hint to use Strategy Mode for better orientation and finding objects in rifts, as well as some performance improvements (also mostly related to rifts).
UI
- Added a hint to use the Strategy Mode (N) for better orientation in rifts
Bugfixes
- Fixed an issue where 'Fight the Swarm' mission spawned infinite numbers of Xsotan
- Fixed an issue where captain icons in sector ship overview were not visible
- Fixed an issue in sector ship overview where not all available missions were shown
- Fixed an issue in 'Rescue of a Lost Expedition' where the beacon could be attacked by Xsotan
- Fixed an issue where wormhole generator could be spawned in non-rift sectors
- Fixed several issues in Xsotan Swarm Event
- Fixed an issue where Xsotan Core of 'Xsotan Core Extraction' could be collected into alliance inventories
- Fixed an issue where rift extraction button wasn't working properly for alliance ships
- Fixed an issue where rift research center could send people over the barrier
- Fixed an issue where new rift mining subsystem would not uncover hidden resource asteroids
- Fixed an issue where achievements were wrongly unlocked
- Fixed an issue where scout command didn't reveal faction home sectors
- Fixed an issue where Zach's Xsotan Reinforcement Spawner could continue spawning Xsotan after ship was towed
- Fixed an issue where 'Elimination of Corrupt Officials' Mission would send too many mails
- Fixed an issue where 'Mega Thor' turret could use too much energy
- Fixed several issues where commands would behave erroneously with 0 cargo space
- Fixed several performance issues in rifts where wreckages didn't despawn
- Fixed several issues where wreckages didn't despawn even though they should
- Improved performance of rifts by reducing amount of asteroids by 30%
Hotfixes 2022-08-09
"Hotfixes of the past weeks for completeness' sake."
- Fixed an issue with ship autosaves and filesystem-incompatible characters in ship's name
- Tutorial: Camera movement is no longer prohibited in building mode
- Fixed several crashes reported through our crash reporter
- Fixed an issue where speech bubbles of alliance ship hunter captains weren't displayed
- Fixed a few performance issues when rendering portraits of resources/money
- Improved docking pull-in mechanics
- Fixed an issue when restoring turrets of a craft where automatic and weapon group settings could be lost
- Key bindings for Autopilot, Trading Overview and Object Detector can now be assigned explicitly
- Quick Access 4 & 5 remain and can be used by mods. Use it by defining the getControlAction() function in the desired script.
Hotfixes 2022-08-05
"Hotfixes of the past weeks for completeness' sake."
- Fixed an issue where turret factory couldn't build Exotic rarity turrets
- Fixed several crashes reported through our crash reporter
- Fixed Research Station trying to feed unresearchable items in auto research
- Added some debug support to help us find more crashes & issues
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Bugfixes
- Fixed an issue where 'Fight the Swarm' mission spawned infinite numbers of Xsotan
- Fixed an issue where captain icons in sector ship overview were not visible
- Fixed an issue in sector ship overview where not all available missions were shown
- Fixed an issue in 'Rescue of a Lost Expedition' where the beacon could be attacked by Xsotan
- Fixed an issue where wormhole generator could be spawned in non-rift sectors
- Fixed several issues in Xsotan Swarm Event
- Fixed an issue where Xsotan Core of 'Xsotan Core Extraction' could be collected into alliance inventories
- Fixed an issue where rift extraction button wasn't working properly for alliance ships
- Fixed an issue where rift research center could send people over the barrier
- Fixed an issue where new rift mining subsystem would not uncover hidden resource asteroids
- Fixed an issue where achievements were wrongly unlocked
- Fixed an issue where scout command didn't reveal faction home sectors
- Fixed an issue where Zach's Xsotan Reinforcement Spawner could continue spawning Xsotan after ship was towed
- Fixed an issue where 'Elimination of Corrupt Officials' Mission would send too many mails
- Fixed an issue where 'Mega Thor' turret could use too much energy
- Fixed several issues where commands would behave erroneously with 0 cargo space
Hotfixes 2022-08-09
"Hotfixes of the past week for completeness' sake."
- Fixed an issue with ship autosaves and filesystem-incompatible characters in ship's name
- Tutorial: Camera movement is no longer prohibited in building mode
- Fixed several crashes reported through our crash reporter
- Fixed an issue where speech bubbles of alliance ship hunter captains weren't displayed
- Fixed a few performance issues when rendering portraits of resources/money
- Improved docking pull-in mechanics
- Fixed an issue when restoring turrets of a craft where automatic and weapon group settings could be lost
- Key bindings for Autopilot, Trading Overview and Object Detector can now be assigned explicitly
- Quick Access 4 & 5 remain and can be used by mods. Use it by defining the getControlAction() function in the desired script.
Hotfixes 2022-08-05
"Hotfixes of the past week for completeness' sake."
- Fixed an issue where turret factory couldn't build Exotic rarity turrets
- Fixed several crashes reported through our crash reporter
- Fixed Research Station trying to feed unresearchable items in auto research
- Added some debug support to help us find more crashes & issues
Hello, space farers and rifters! We're currently working on tons of stuff, but now that the release of the DLC is done, we'd like to share what we'll be working on next. Keep in mind that this list is definitely incomplete, as there are tons of other small things that we're also working on. For the remainder of 2022, we'll focus on smaller, more frequent, free content updates. These are the things that we'll be working on. They're not in any particular order:
- Exposing several central DLC configs and files for modding
- Secondary colors for blocks
- More Blocks (those will be most likely purely aesthetic)
- More Events (ie. Distress Calls, Attacks, etc)
- More Bulletin Board Missions
- Reworking Restock Command to Maintenance Command
- Maintenance will restock torpedoes, fighters, repair, refill crew
- More Boss Fights
- Photo Mode
- More Features (still secret)
- Performance Improvements (always!)
- Bugfixes (always!)
- Fixed an issue with ship autosaves and filesystem-incompatible characters in ship's name
- Tutorial: Camera movement is no longer prohibited in building mode
- [UBR] Fixed new exotic turrets not being buildable at turret factory
- Fixed several crashes reported through our crash reporter
- Fixed an issue where speech bubbles of alliance ship hunter captains weren't displayed
- Fixed a few performance issues when rendering portraits of resources/money
- Improved docking pull-in mechanics
- Fixed an issue when restoring turrets of a craft where automatic and weapon group settings could be lost
- Key bindings for Autopilot, Trading Overview and Object Detector can now be assigned explicitly
- Quick Access 4 & 5 remain and can be used by mods. Use it by defining the getControlAction() function in the desired script.
Hotfixes 2022-08-05
- Fixed an issue where turret factory couldn't build Exotic rarity turrets
- Fixed several crashes reported through our crash reporter
- Fixed Research Station trying to feed unresearchable items in auto research
DLC: Into The Rift
In this hardcore add-on you'll explore the mysterious and dangerous Rift dimension. Thanks to new technology, it is now possible to send smaller amounts of mass (i.e. a few ships) into the Rifts. Scientists are now intensively researching these Rifts - and they need your help. Travel into the Rifts and uncover their secrets. Face their dangers, complete research expeditions, and earn powerful new rewards. https://store.steampowered.com/app/1905970/Avorion__Into_The_Rift/
- Into The Rift
- You can now find Rift Research Centers close to rifts, which will give you specific Rift Missions
- Prepare your ship accordingly to master the dangerous new environments and uncover the secrets surrounding the origins of the Rifts
- Complete Rift Expeditions for the Rift Research Center, and receive new, powerful hybrid subsystems in return - or simply keep everything you find in the Rifts
- Discover a new dimension unlike anything you've seen before in the galaxy
- Remember, the deeper you venture into the Rifts, the more lucrative and dangerous they become
- Explore the Secrets of the Rifts
- Collect research data and sell it, or trade it for new powerful subsystems
- Mine new, higher-yielding Rift rocks and refine them for huge returns
- Explore wrecks untouched for centuries and find lost treasures
- New Story Campaign
- Meet new characters and work with them to explore the secrets of the Rifts and finally end the war against the Xsotan plague. The future of the entire galaxy is at stake!
- New Captain Classes
- A Scientist will help you collect valuable research data in Rifts that you can either sell or trade for powerful subsystems
- A Xsotan Hunter will attract large Xsotan specimens in Rifts that you can take down for epic loot
- New Dangers & Enemies
- Master the extremely hostile environment in the Rifts
- Fight never-before-seen Xsotan, new bosses, and centuries-old defenses - or take advantage of them
- New Legendary Subsystems
- Over a dozen new hybrid legendary subsystems for every play style
- New Legendary Turrets
- Many new Legendary Turrets that will give you the edge you need to succeed in the Rifts
- Play with Friends
- Rifts are unforgiving and dangerous. Be sure to bring a few friends and explore them together to improve your chances of success
- Full co-op support for Rift missions
DLC: Into The Rift
In this hardcore add-on you'll explore the mysterious and dangerous Rift dimension. Thanks to new technology, it is now possible to send smaller amounts of mass (i.e. a few ships) into the Rifts. Scientists are now intensively researching these Rifts - and they need your help. Travel into the Rifts and uncover their secrets. Face their dangers, complete research expeditions, and earn powerful new rewards.
- Into The Rift
- You can now find Rift Research Centers close to rifts, which will give you specific Rift Missions
- Prepare your ship accordingly to master the dangerous new environments and uncover the secrets surrounding the origins of the Rifts
- Complete Rift Expeditions for the Rift Research Center, and receive new, powerful hybrid subsystems in return - or simply keep everything you find in the Rifts
- Discover a new dimension unlike anything you've seen before in the galaxy
- Remember, the deeper you venture into the Rifts, the more lucrative and dangerous they become
- Explore the Secrets of the Rifts
- Collect research data and sell it, or trade it for new powerful subsystems
- Mine new, higher-yielding Rift rocks and refine them for huge returns
- Explore wrecks untouched for centuries and find lost treasures
- New Story Campaign
- Meet new characters and work with them to explore the secrets of the Rifts and finally end the war against the Xsotan plague. The future of the entire galaxy is at stake!
- New Captain Classes
- A Scientist will help you collect valuable research data in Rifts that you can either sell or trade for powerful subsystems
- A Xsotan Hunter will attract large Xsotan specimens in Rifts that you can take down for epic loot
- New Dangers & Enemies
- Master the extremely hostile environment in the Rifts
- Fight never-before-seen Xsotan, new bosses, and centuries-old defenses - or take advantage of them
- New Legendary Subsystems
- Over a dozen new hybrid legendary subsystems for every play style
- New Legendary Turrets
- Many new Legendary Turrets that will give you the edge you need to succeed in the Rifts
- Play with Friends
- Rifts are unforgiving and dangerous. Be sure to bring a few friends and explore them together to improve your chances of success
- Full co-op support for Rift missions
Gameplay
- Fighter productions now continue for ships that are sent on commands
- Cloning and Academy training now continue for ships that are sent on commands
- New Item: Coop-Reconstruction Kit, that lets you revive another player in the sector (as long as they didn't respawn yet)
- New Item: Marker Buoy, that can be deployed in a sector to mark places
- Added more legendary turrets for players to discover
- Added more parts to the ship & station generator (only affects newly discovered factions)
- Improved looks of bridges of procedural ships (only affects newly discovered factions)
- Reworked the Xsotan Swarm Event in the center of the galaxy
- Event is still global, but the boss will spawn in a single location, if the swarm is being fought in multiple sectors
- Once the boss spawns there is a notification for all players where it spawned
- The Wormhole Guardian respawning is no longer dependent on the outcome of the Swarm Event
- Improved shapes of asteroid fields (only affects newly discovered sectors)
- Turrets are now restored when repairing ships
- Force Turrets have been completely overhauled and can now grab objects and hold on to them (only affects new force turrets)
- Players can now reconstruct alliance ships from anywhere at their Reconstruction Site
- Added a new Xsotan Loot Aggregator that drops tons of loot
- Added a new Xsotan short-range enemy that deals lots of damage in close range
- Added a new Xsotan long-range enemy that always has a high range
- Xsotan now have different categories with more specific weaponry, depending on distance to center (or rift difficulty)
- A player can now collect cargo that is reserved for them while flying an Alliance ship
Visuals & SFX
- Added background visuals for sectors adjacent to rifts
- Added graphical highlights to mark important objects
- Added sound effects to many laser FX
- Added more explosions when destroying ships/stations
Ship Building
- Added an alternate design for Armor Blocks
- Added 2 alternate designs for normal Hull Blocks
- Added a new Scaffold block
- Added a new Vivid Hull block, that has brighter & shinier colors
- Added a new light block that can be colored
- Added 3 flashing lights blocks that can be colored, that flash in different intervals
- Added 3 new blocks with bright stripes
- Global Paint, Global Paint Reversed, Local Paint
- Added 3 new blocks with dark stripes
- Global Paint, Global Paint Reversed, Local Paint
- Added armored Turret Base blocks
- Added Rift Stone blocks (creative only)
- Added Glow Stone blocks (creative only)
Object Detector
"We changed the way the object detector upgrade works, since we found it completely unusable inside rifts, where you can find tons and tons of interesting objects. The detector is now a ping, which highlights objects for a certain amount of time, and highlights more objects. Additionally, its range was drastically increased, especially for lower rarities. It also no longer highlights objects based on rarity (ie. claimable wreckages could only be found by Exotic or higher rarity Object Detectors), but all detectors highlight all objects. You can use the new hotkey functionality (see below) to bind the detector ping to a hotkey!"
- Highlighting of Object Detector is now a ping, no longer a constant highlight
- Object Detector range has been drastically increased
- Object Detector now highlights all objects, instead of different objects based on its rarity
- Object Detector shows a notification when entering a sector, if there are valuable objects to discover
AI Factions
- AI Factions now send a welcoming mail with a short introduction, depending on their traits
- AI Factions now send a more specific declaration of war that more reflects their state form
- AI Factions now chatter to player when they feel strongly about something that changed relations, for improved immersion and to give feedback on what they strongly like/dislike
- AI Factions now have more distinct traits that correspond more to their state form (only affects new AI factions)
UI
- Remade the looks of the Main Menu
- Added QoL option to mark all items below/above a certain rarity as trash
- Added QoL option to sort all mission-related items in inventory to the top
- Reasearch Station: Added a QoL option to auto-research trash
- Added an exclamation mark to mission-related items
- Added Hotkeys for top-right actions like "Exit to Drone", "Trading Window", etc. that can be configured in Controls Window
- Improved the Hangar Production UI to more transparently show queued productions and invested resources
- Reports of missing turrets or fighters now include the name of the ship
- Added a Death Screen with options to either respawn at last Repair Dock or Reconstruction Site
- Added a "Burst DPS" Stat to tooltips of turrets that can overheat
- "Burst DPS" is short-term DPS (damage x fire rate)
- "DPS" is (and always has been) long-term DPS, which takes overheating and cooling into account
- HP Bars now flash when taking damage
- Building UI is now disabled in situations where you can't build anyway
- Several more Galaxy Map settings are now saved
Balancing
- Turret Factory: Fixed several issues with stats scaling in
- Turret Factory: Added a button to "reroll" turret seed
- Repairing at Repair Docks at Reconstruction Site is now free
- Towing ships at Reconstruction Site is now free
- Reduced founding costs of all stations by ~20%
- Stations now require a minimum population of 30 crew members + housing to function
- These crewmen only have to be on board, they don't need to be part of the required crew
- Stations that don't fulfill the requirements are retrofitted automatically on first load of a savegame with a quarters block and required vanilla crewmen
- Stations receive 30 crewmen and a housing block (if necessary) for free when founding them
- Dev Note: "We found it very immersion breaking that so-called microstations function just as well as a big station. If you built your station just slightly bigger than a miniature ship, this change won't affect you at all. Also, all stations will be retrofitted on first load of a savegame, so you won't have to go and fix all your stations, the game will do that automatically for you."
- Electric Damage now deals x2 damage when it hits a glowing block (Generator, Engine, Shield Generator, Battery, etc.)
- Reduced amount of HP of Hardcore enemies
- Turret Factory can now build Exotics
Bugfixes
- Fixed an issue in Turret Factory where transporting it to another sector would change its blueprints
- If you used this, you might be happy about the button to reroll seeds
- Fixed an issue where turret designs were deleted when a ship was damaged
- Fixed an issue where yields of ships that were deleted or transferred to an alliance couldn't be collected
- Fixed an issue where ships with only non-functional blocks couldn't be scaled up
- Fixed an issue where a selected entry in the Steam server browser
- Fixed an issue where rotating a directional thruster didn't change its particle animation
- Fixed an issue where escorting ships didn't follow a player through gates
- Fixed an issue where "Don't show this again" checkbox for turret bases wasn't remembered over a game restart
- Fixed an issue where blueprints could create negative costs when creating fighters
- Fixed an issue where scaling down a design in Saved Designs window could create negative costs
- Fixed an issue where ship could jump to another sector if galaxy map was open during loading screen
- Fixed an issue where canceled trades between players left UI errors
- Fixed an issue where undocking via Autopilot caused rubberbanding while station menu was open
- Fixed an issue where jump chains could be canceled if Galaxy Map was open during loading screen
- Fixed an issue where valid designs were greyed out in Saved Designs window
- Fixed an issue where some Xsotan enemies could drop Avorion Scrap Metal
- Fixed several issues with the Procure Command
- Fixed an issue where Supply Command combo boxes were reset while open when players own many stations
- Fixed an issue where "Transfer Vessel" wouldn't fail when the client was destroyed
- Fixed an exploit where Ships could mine/salvage without a captain
- Fixed several issues where players could get stuck during the tutorial
- Fixed an issue where crew could be transferred to a fighter
- Fixed an issue in Bounty Hunt Mission where target could turn friendly
- Fixed some issues with visuals in the inventory menu
- Fixed an issue where ancient gates had shuttle traffic
- Fixed an issue where hyperspace marker wouldn't disappear when jumping into another sector
- Fixed an issue where hyperspace jump calculation sometimes wouldn't start if another calculation was already going
- Fixed an issue where automatic turrets could fire even if set to disabled
- Fixed an issue where enabled/disabled state of automatic turrets wasn't remembered over a game restart
- Fixed an issue where boarded ships kept old AI behaviors & buffs
- Fixed an issue where connecting with custom ports didn't work in "Connect via IP"
- Fixed an issue where ships could lose their class for a short time after returning from a command
- Fixed several performance issues when starting fighters
- Fixed an issue where sectors that were scouted with alliance ships weren't properly displayed
- Fixed several issues with wrong captain descriptions
- Fixed an issue where salvage command UI would show a yield of partial subsystems
- Fixed an issue where the "Free Slaves" mission could fail too quickly
- Fixed an exploit with Resource Depots
- Fixed an issue where mission log in "Hide Evidence" wasn't updated correctly
- Fixed an issue where Fidget didn't get stunned properly by electric damage
- Fixed an issue where IHDTX remained invincible when an asteroid was destroyed only by the player
- Fixed an issue where inventory wasn't sorted on initialize
- Fixed a performance issue when opening Saved Designs folders and several other UI grid displays
- Fixed an issue where mirroring didn't work properly when transforming or coloring selected blocks
- Fixed several performance issues when launching fighters
- Fixed several crashes
Hello everyone! We've got quite a lot of movement on our branches today!
Version 2.2 - Free DLC Update goes Beta
First off, we're moving the free update of the DLC to our beta branch! You can now find all the free content that will be coming with our Into The Rift DLC on the beta branch! Patch notes can be found here and in-game: https://forum.avorion.net/index.php?/topic/8886-update-22-into-the-rift-dlc-patch-notes/
Beta Branch Version 2.1 goes Default
Second, we're moving version 2.1 from the beta branch to the default branch, after performing well for quite some time! Also, we need to make some room for version 2.2. You can check out the full list of changes here: https://steamcommunity.com/games/445220/announcements/detail/3177863801817106474
Into The Rift DLC Open Beta Weekend!
Finally, we're doing an OPEN BETA of the Into The Rift DLC over the weekend! This is how you get access to the Into The Rift Open Beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Into The Rift Beta'. This beta won't be available for dedicated servers and will be going until Monday, 14:00 CEST. Have a great weekend everyone!
Head over to Twitch (www.twitch.tv/boxelware) to find out what kind of insights we have collected from the two closed beta(s)! What kind of feedback did we receive? What are the resulting decisions we have made for the DLC? We will then continue talking about the further developments we're working on right now and of course answer questions from twitch chat in the QnA at the end of the stream.
Join us on Twitch to watch the 'Avorion: Into the Rift' DLC trailer together with us and the community! We will announce the official DLC release date during the stream and on top of that, we'll hand out closed beta access to our eager community members in twitch chat! Of course, we will respond to your questions in the QnA at the end of the stream and talk about the general state of development as per usual. We're excited to get closer to the DLC release and take you with us on this journey in each Almost Biweekly Stream!
While we're working hard on the DLC, we're also fixing some issues! Here's a small patch with some of the more urgent fixes in it. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Added new visuals for cargo drops
- Searching for weapon type in the inventory is now possible
- You can type "Laser", "Cannon", "Railgun" etc. to find weapons that match that type
Bugfixes
- Fixed an issue where damage numbers for Railguns and other piercing weapons weren't shown properly
- Fixed an issue where connection to servers with custom ports didn't work in the "Join via IP" window
- Fixed an issue where stations of NPC factions weren't repaired like they should
- Fixed an issue where the containers of the Hackathon mission had a too high security level
- Fixed an issue where weapon names weren't translated properly in the ship armament overview
- Fixed several issues in Black Market DLC missions where locations were unavailable or unreachable
- Fixed an issue where lots of errors were displayed on start for missing .obj files
New Avorion DLC Announced: Into The Rift
Hey spacefarers and builders! We're glad to announce that we've been busy over the past few months since the 2.0 update! Apart from moving offices, Christmas Holidays, New Year's, taking some time off from the 2.0-update stress, and upgrading some of our internal processes, we've been working on some new exciting stuff! So here it is: We'd like to officially announce the next DLC add-on for Avorion: Into The Rift! Without spoiling too much, the add-on will be tailored around the rifts that have formed in the galaxy and researching them. It will also focus more on the Xsotan and Xsotan Lore in general! Just like with Black Market, the add-on will be fully multiplayer compatible and there won't be servers you can't play on just because you don't own the Into The Rift DLC. Finally, the add-on will arrive together with a free update that will contain some improvements for everyone. Alright, that's all for now! The excitement is real and we can't wait to share more news over the coming weeks. So stay tuned!
Scripting API
- Added new parameter 'mailId' to these mail callbacks:
- onMailAdded
- onMailUpdated
- onMailRead
- onMailDeleted
- Added getDesigns() and setDesigns() functions to TurretBases component
- Added getShipTurretDesigns() function to Player and Alliance
- Added entity callback onReconstructed(craftId, playerIndex)
Bugfixes
"No patch without some good old bug fixing! As usual, User Bug Reports that were submitted via our bug reporting tool are marked with [UBR]! Thanks to such a great community and keep it up!"
- [UBR] Fixed missions getting stuck waiting for a mail if mail was read and deleted while the game was paused
- [UBR] Fixed turret designs not being restored when repairing at a Repair Dock
- [UBR] Fixed a crash when talking to the hermit
- Fixed potential crashes in shops
- Fixed mapcommands client crash when trying to play a sound
- [UBR] Fixed potential exploit in station insurances
Gameplay
- Added new option to free play mode to have building knowledge limit only block materials and not processing power
- Added more ways to acquire building knowledge
- Building knowledge can now be bought for ores at Resource Depots
- Building knowledge can now be bought at a Smuggler's Outpost for a lot of money
- Building Knowledge can now be found in stashes and hackable containers
- Starting at Titanium, with each material tier you can now found +4 ships (up from +2 Naonite; +3 Trinium; +3 Xanion; +4 Ogonite)
Balancing
- Increased jump range added by hyperspace blocks by 50%
UI
- Improved highlighting in tutorial
- Updated localizations
Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
- Fixed crashes in the package mission
- Fixed a crash when a station that is currently pulling a ship to its dock is deleted
- [UBR] Fixed an issue where alliance relations weren't considered when interacting with resistance outposts
- [UBR] Fixed an issue where boarding a pirate ship could result in non finishable events
- [UBR] Fixed an issue where wrong sector was displayed in a dialog in investigate missing freighters mission
- Pirates now also attack players when they are in an alliance ship in investigate freighters mission
- [UBR] Added missing header and sender to insurance mail
- [UBR] Fixed an issue where patrolling ships with a velocity bypass installed travelled really far into the distance
- [UBR] Fixed issue where allies couldn't get organized with alliance relations
- [UBR] Fixed repair order sometimes using armed turrets on allied targets
- [UBR] Fixed craft's weapon overview resetting scroll position on every update
- [UBR] Fixed an issue where coaxial turret shots instantly collided with the shooting ship when flying in the direction of the shot
- [UBR] Fixed an exploit where ships without captains could mine a whole sector
- [UBR] Fixed an issue where salvage AI couldn't use MultiHarvest turret properly
- Fixed players getting stuck in the tutorial while building
- Fixed a rare issue where players could get stuck in the tutorial when the torpedo from the pirate didn't hit them
- Fixed possible crash on sector change
- Fixed a crash where scaling with mouse not hovering over ship in block brush crashed the game
- [UBR] Fixed an issue where torpedo weapon groups could not be unassigned
- [UBR] Fixed an issue where the financial records of a factory weren't updated correctly when configured to buy/sell with other stations in the sector
- [UBR] Fixed an issue where operations that remove goods from the cargo bay could return and still have some of those goods
- [UBR] Fixed an issue where turrets were not removed when changing the block material they were placed on to something too low
- Fixed a potential crash in bulletins for the bountyhunt mission
- Fixed an issue when trying to buy items with the drone
- [UBR] Fixed a crash in Travel Operation UI
- Improved highlighting of mission targets in complete collection mission
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Scripting API
- Added new parameter 'mailId' to these mail callbacks:
- onMailAdded
- onMailUpdated
- onMailRead
- onMailDeleted
- Added getDesigns() and setDesigns() functions to TurretBases component
- Added getShipTurretDesigns() function to Player and Alliance
Bugfixes
"No patch without some good old bug fixing! As usual, User Bug Reports that were submitted via our bug reporting tool are marked with [UBR]! Thanks to such a great community and keep it up!"
- [UBR] Fixed missions getting stuck waiting for a mail if mail was read and deleted while the game was paused
- [UBR] Fixed turret designs not being restored when repairing at a Repair Dock
- [UBR] Fixed a crash when talking to the hermit
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Added new option to free play mode to have building knowledge limit only block materials and not processing power
- Added more ways to acquire building knowledge
- Building knowledge can now be bought for ores at Resource Depots
- Building knowledge can now be bought at a Smuggler's Outpost for a lot of money
- Starting at Titanium, with each material tier you can now found +4 ships (up from +2 Naonite; +3 Trinium; +3 Xanion; +4 Ogonite)
Balancing
- Increased jump range added by hyperspace blocks by 50%
UI
- Improved highlighting in tutorial
Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
- Fixed crashes in the package mission
- Fixed a crash when a station that is currently pulling a ship to its dock is deleted
- [UBR] Fixed an issue where alliance relations weren't considered when interacting with resistance outposts
- [UBR] Fixed an issue where boarding a pirate ship could result in non finishable events
- [UBR] Fixed an issue where wrong sector was displayed in a dialog in investigate missing freighters mission
- Pirates now also attack players when they are in an alliance ship in investigate freighters mission
- [UBR] Added missing header and sender to insurance mail
- [UBR] Fixed an issue where patrolling ships with a velocity bypass installed travelled really far into the distance
- [UBR] Fixed issue where allies couldn't get organized with alliance relations
- [UBR] Fixed repair order sometimes using armed turrets on allied targets
- [UBR] Fixed craft's weapon overview resetting scroll position on every update
- [UBR] Fixed an issue where coaxial turret shots instantly collided with the shooting ship when flying in the direction of the shot
- [UBR] Fixed an exploit where ships without captains could mine a whole sector
- [UBR] Fixed an issue where salvage AI couldn't use MultiHarvest turret properly
- Fixed players getting stuck in the tutorial while building
- Fixed a rare issue where players could get stuck in the tutorial when the torpedo from the pirate didn't hit them
- Fixed possible crash on sector change
- Fixed a crash where scaling with mouse not hovering over ship in block brush crashed the game
- [UBR] Fixed an issue where torpedo weapon groups could not be unassigned
- [UBR] Fixed an issue where the financial records of a factory weren't updated correctly when configured to buy/sell with other stations in the sector
- [UBR] Fixed an issue where operations that remove goods from the cargo bay could return and still have some of those goods
- [UBR] Fixed an issue where turrets were not removed when changing the block material they were placed on to something too low
After performing well on the beta branch, patch 2.0.9 is now live on default, combined with the changes from 2.0.8!
Gameplay
- Some missions on bulletin boards are now only available in certain distances from the center of the galaxy
- Captains now return to the sector they started in upon completing a scout, refine, procure, sell, expedition or restock operation
- Trade contracts are now based on the revealed sectors of the area they are started in
- Various error messages that contain sector coordinates now show a ping on the map and can be clicked
- "A lost friend" mission now includes the captain's primary class in the bulletin
- Family, Commune and Cavaliers ships can now appear in sectors
Balancing
- Procure Operation: tuned additional time required when buying big amounts of goods
- Instead of a 1.5mill threshold adding +45min it's now a 750k threshold adding +20 min
- Mining Operation: greatly increased impact of discovered asteroid fields on area efficiency and yield
- The pirates in the first encounter in "investigate missing freighters" mission are no longer insanely beefy
Client
- Trading goods floating around in the sector now have prettier and distinct models
- Added search function to encyclopedia
- Added encyclopedia articles for goods that list the stations where they can be bought and sold
- Added encyclopedia articles for productions that list ingredients and produced goods for each type of factory/mine/consumer etc
- Building Mode: scale step, grid size and stats settings are now persistent
UI
- Added a hint about cooling the hyperspace engine by boosting
- Added "Transfer All" context menu entry to move stacks of items between player and alliance inventory
- You can now interact with Ships and Stations while in Strategy Mode
- Building Mode: when more than the selected blocks would be deleted, those additional blocks are now highlighted
Scripting API
- Added resetHyperspaceCalculation() function to Player
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- Fixed several issues in missions and scripts
- [UBR] Fixed an issue where the research UI scrolled to the top when researching
- Fixed an issue in procure, restock and trade operation where they couldn't be started as an alliance if the player didn't have enough money
- [UBR] Fixed an issue where the ship list in the Galaxy Map started rapidly scrolling while holding down the shift key
- Fixed an issue where fighters continued attacking a target even when relations changed to friendly
- Fixed two occurrences of wrong sector coordinate arguments in error messages
- [UBR] Fixed an issue where resources could be dropped in the wrong location when using legendary salvaging lasers
- Fixed an issue where the tracked mission was displayed in Building Mode, overlapping with craft stats
- [UBR] Fixed an issue where ships on mine operations could appear in cultist sectors
- Fixed several possible script crashes
- [UBR] Fixed an issue where changing the ship class made the ship name disappear in Strategy Mode sector overview
- [UBR] Fixed an issue where manual and autopilot jump routes could conflict with each other
- Fixed an issue with localization of mission descriptions on the bulletin board
- [UBR] Mobile variants of stations now have correct titles in their shop windows
- [UBR] Fixed an issue where boarded ships could not be repaired at repair docks
- [UBR] Fixed an issue where pressing Tab to switch between player and ship window didn't work in the Torpedoes tab
- [UBR] Fixed an issue where "A lost friend" mission could cause reputation loss with faction
- [UBR] Encyclopedia: turret factory is no longer listed as a consumer
- [UBR] Fixed several issues in french localization that caused problems in procure operations, crew board and mod window
- Fixed a crash when starting a dialog with the adventurer
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- "A lost friend" mission now includes the captain's primary class in the bulletin
- Family, Commune and Cavaliers ships can now appear in sectors
Balancing
- Procure Operation: tuned additional time required
- Instead of a 1.5mill threshold adding +45min it's now a 750k threshold adding +20 min
- Mining Operation: greatly increased impact of discovered asteroid fields on area efficiency and yield
- The pirates in the first encounter in "investigate missing freighters" mission are no longer insanely beefy
Client
- Added encyclopedia articles for goods that list the stations where they can be bought and sold
- Added encyclopedia articles for productions that list ingredients and produced goods for each type of factory/mine/consumer etc
- Added search function to encyclopedia
- Building Mode: scale step, grid size and stats settings are now persistent
UI
- Added "Transfer All" context menu entry to move stacks of items between player and alliance inventory
- You can now interact with Ships and Stations while in Strategy Mode
- Building Mode: when more than the selected blocks would be deleted, those additional blocks are now highlighted
Scripting API
- Added resetHyperspaceCalculation() function to Player
Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
- Fixed several small issues in missions and scripts
- [UBR] Fixed an issue where manual and autopilot jump routes could conflict with each other
- Fixed an issue with localization of mission descriptions on the bulletin board
- [UBR] Mobile variants of stations now have correct titles in their shop windows
- [UBR] Fixed an issue where boarded ships could not be repaired at repair docks
- [UBR] Fixed an issue where pressing Tab to switch between player and ship window didn't work in the Torpedoes tab
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Some missions on bulletin boards are now only available in certain distances from the center of the galaxy
- Captains now return to the sector they started in upon completing a scout, refine, procure, sell, expedition or restock operation
- Trade contracts are now based on the revealed sectors of the area they are started in
- Various error messages that contain sector coordinates now show a ping on the map and can be clicked
Client
- Trading goods floating around in the sector now have prettier and distinct models
UI
- Added a hint about cooling the hyperspace engine by boosting
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- Fixed several issues in missions
- Fixed an issue in procure, restock and trade operation where they couldn't be started as an alliance if the player didn't have enough money
- [UBR] Fixed an issue where the ship list in the Galaxy Map started rapidly scrolling while holding down the shift key
- Fixed an issue where fighters continued attacking a target even when relations changed to friendly
- Fixed two occurrences of wrong sector coordinate arguments in error messages
- [UBR] Fixed an issue where resources could be dropped in the wrong location when using legendary salvaging lasers
- Fixed an issue where the tracked mission was displayed in Building Mode, overlapping with craft stats
- [UBR] Fixed an issue where ships on mine operations could appear in cultist sectors
- Fixed several possible script crashes
- [UBR] Fixed an issue where changing the ship class made the ship name disappear in Strategy Mode sector overview
- [UBR] Fixed an issue where the research UI scrolled to the top when researching
After performing well on the beta branch, patch 2.0.7 is now live on default!
Gameplay
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here now for the sake of completion."
- Added possibility to repeat the dialog with a wreckage in "A lost friend"
- Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
- Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
- Mining/Salvaging ships now return to the sector they were sent away from upon return
Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."
- Procure command now takes more time when very large amounts of a single good are bought
- Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
- Threshold 1.500.000 at the outer edge, 30.000.000 at the core
- Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)
UI
- Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
- Shortened German translation of label in scout command UI for better alignment
- When under attack, the map now shows the name of the attacked station or ship
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- [UBR] Fixed a crash in dedicated server tool UI
- [UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
- [UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
- Fixed some script crashes in scout command
- Fixed in-sector orders sometimes not longer being persistent over restart
- Fixed an issue where strategy mode buttons weren't working properly
- [UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
- [UBR] Fixed an issue with Commodore captains and the careful trait
- [UBR] Fixed an issue where operation exodus would give an invalid code fragment
- The cavaliers mission Protect the Transport can now handle dialog partners being killed during dialog
- [UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
- [UBR] Fixed several issues in investigate missing freighters mission
- The mission can no longer send player to the other side of the barrier
- Player now needs to dock to the station to receive potatoes
- Fixed an issue with crew strikes
- Fixed an issue in torpedo introduction mission if player had already started it in an old version
- [UBR] Fixed a script crash in player profile
- [UBR] Fixed a crash in Strategy Mode
- [UBR] Added offset in captain's certificate to account for difference in shown vs actual level
- [UBR] Orderchain is now cleared on relog if an invalid order is contained
- [UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
- [UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
- [UBR] Fixed an issue where captains had a size of four instead of two crew members
- [UBR] Fixed an issue where some bosses wont spawn if a player switches to ship instead of jumping in themselves
- [UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
- [UBR] Factions can no longer have none coaxial weapons with coaxial in their name
- [UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
- [UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
- [UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
- [UBR] Fixed an out of memory crash
- [UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
- [UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
- [UBR] Fixed an issue where Scout command didn't uncover some sectors
- Fixed an issue where final exodus beacon's indicator was visible in building UI
- [UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
- [UBR] Fixed an issue where auto turrets were reset when scaling the ship
- [UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
- [UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
- [UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared
- [UBR] Fixed an issue where the boxes displaying the amount of cargo to dump did not scroll
- [UBR] Fixed an issue that led to AI ships attacking gates
- [UBR] Fixed an issue where prices of subsystems could overflow
- [UBR] Fixed and issue where the name of one color in the building menu was not displayed
- [UBR] Fixed an issue in Trade Contract where captain perks could reduce time of flight too much
- [UBR] Fixed an issue where generation of captains' perks wasn't deterministic, leading to other captains being received in the captain mission than displayed in their certificate
- Fixed an issue where obsolete or destroyed ships could be selected on the galaxy map
- Fixed several issues in bounty hunt mission, captain mission and a family storyline mission
- [UBR] Fixed an issue where camera didn't properly reset when exiting Strategy Mode
- [UBR] Fixed an issue where blueprint filtering in turret factory didn't properly reset when changing tabs
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here as well for the sake of completion."
- Added possibility to repeat the dialog with a wreckage in "A lost friend"
- Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
- Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
- Mining/Salvaging ships now return to the sector they were sent away from upon return
Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."
- Procure command now takes more time when very large amounts of a single good are bought
- Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
- Threshold 1.500.000 at the outer edge, 30.000.000 at the core
- Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)
UI
- Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
- Shortened German translation of label in scout command UI for better alignment
- When under attack, the map now shows the name of the attacked station or ship
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- [UBR] Fixed a crash in dedicated server tool UI
- [UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
- [UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
- Fixed some script crashes in scout command
- Fixed in-sector orders sometimes not longer being persistent over restart
- Fixed an issue where strategy mode buttons weren't working properly
- [UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
- [UBR] Fixed an issue with Commodore captains and the careful trait
- [UBR] Fixed an issue where operation exodus would give an invalid code fragment
- The cavaliers mission Protect the Transport can now handle dialog partners being killed during dialog
- [UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
- [UBR] Fixed several issues in investigate missing freighters mission
- The mission can no longer send player to the other side of the barrier
- Player now needs to dock to the station to receive potatoes
- Fixed an issue with crew strikes
- Fixed an issue in torpedo introduction mission if player had already started it in an old version
- [UBR] Fixed a script crash in player profile
- [UBR] Fixed a crash in Strategy Mode
- [UBR] Added offset in captain's certificate to account for difference in shown vs actual level
- [UBR] Orderchain is now cleared on relog if an invalid order is contained
- [UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
- [UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
- [UBR] Fixed an issue where captains had a size of four instead of two crew members
- [UBR] Fixed an issue where some bosses wont spawn if a player switches to ship instead of jumping in themselves
- [UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
- [UBR] Factions can no longer have none coaxial weapons with coaxial in their name
- [UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
- [UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
- [UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
- [UBR] Fixed an out of memory crash
- [UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
- [UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
- [UBR] Fixed an issue where Scout command didn't uncover some sectors
- Fixed an issue where final exodus beacon's indicator was visible in building UI
- [UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
- [UBR] Fixed an issue where auto turrets were reset when scaling the ship
- [UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
- [UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
- [UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared
Were incredibly happy to announce that Avorion is now finally ready to have another version increase! With update 2.0 we bring you a ton of Quality of Life improvements. We have streamlined several features and massively improved the UI! Were absolutely thrilled about this update and hope that you are, too! Thank you for buying Avorion, supporting us and for helping us make this game better and better! [previewyoutube=ZLQMTILp8H0;full][/previewyoutube]
New Progression
With this update were introducing a new experience that makes the game a ton more fun. The new progression keeps players on their toes, challenging them in a new way and encouraging them to try new things. Instead of being able to build everything right from the get go, the new system requires you to build with the materials at hand and limits the processing power and size a ship can have. To unlock the next material you have to acquire the building knowledge for it. This can be done by either fighting a boss or a difficult pirate encounter, or, if youre not the fighting type, it can be bought at Shipyards. With this you can experience the game in a new way! Explore regions and their materials and learn how to use their advantages to build the perfect ship to overcome the next challenges.
And if we werent able to convince you - you can simply go back to the old system and play the game in the new Classic mode, too!
Captains, Commands and Crew Improvements
Our old captains got some love with this update. They now have personalities, perks and quirks and are much more autonomous. Instead of having to click a ton to set up a good mining route, you can now simply make a contract with your captain. You tell them where to go and which ships to take as an escort, and they will handle everything around it. From finding the sectors with asteroids to refining the collected ores, and regularly sending you their yields, everything will be taken care of. Of course, weve done that not only for mining. The new commands include everything necessary to live a comfortable life in the galaxy, such as trading, scouting and even traveling long distances!
With the introduction of the captains weve also reworked how the crew in general works. In short - you now need less crew, but can over-assign posts to achieve up to 200 % efficiency! And you no longer need to hire higher ranked crew members, as your crew automatically promotes crew members as soon as higher officers are needed. This should make finding enough crew for your awesome battleship much easier!
Player Profile
To keep better track of what youve achieved on your playthrough, we added a new Player Profile section. In this section you get an overview of all the things you can do in Avorion. We hope that youll have just as much fun unlocking the milestones as we do!
Fighters
Weve rebalanced fighters and among several changes to their stats weve also improved their overall gameplay feel. With improvements to their AI, pilots now staying on the ship and not getting lost if the fighter is destroyed and fighter production having been reworked (both in cost and time), the carrier playstyle will feel much more viable now. Additionally squads now get one overall squad skin, so that all fighters within a squad have the same look. This also means that the game performance around fighters is much better!
Hyperspace engine
The hyperspace engine got lots of love as well. In short, your hyperspace engine will now charge before the jump and can even do several consecutive jumps without having to reopen the map every time! Additionally, hyperspace jumps need much less energy in total now and with the new animation and sound they feel a lot smoother.
Autopilot
And last but not least, the universally most wished feature is here! Every ship is now equipped with a powerful autopilot that can do menial in-sector tasks for you. Docking to a station, flying somewhere, mining or salvaging, repairing or attacking ships, Give the order and lean back while your ship does all the work! This is only a small selection of what is actually contained in the new update. For full details check out the final patchnotes for Update 2.0
Hey everyone! These are the final patch notes for update 2.0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1.3.8 so far. There is much, much more that has happened and as always the devil is in the details! We're only listing the most important changes here. We'd like to encourage you to check out the update yourselves and see for yourselves how things have improved!
Gameplay Highlights
"So much has happened! So we'll only list the biggest changes! We had plenty of balancing changes as well, and we'll keep an eye on things to make sure that things stay smooth!"
- Added a "Free Play" Scenario
- Added repair with credits only at Repair Docks
- Fixed an error in the name-translator of other ships and stations
- Names of NPC ships & stations should now be more pronounceable
- Added more diverse civil Ships
- Added ambient shuttles that populate the sector
- Added more named weapons
- Added a secret boss fight
- Added a new procedural bounty hunting mission
- Added lights to some containers
- Added a shortcut to the Exodus story mission
- Added Towing instead of Reconstruction Tokens
- Added a device to rename sectors
- Added a device to leave a message for other players
- Removed cargo shuttles, factories can now trade with each other in-sector through the ambient shuttles
- Added a pirate loot transporter
- Added a few easter eggs
- Torpedoes can now be dropped as loot
- Added strength indicators for enemies
- Added a Travel Hub: buying a jump boost increases the hyperspace jump range for the next jump
- Made flight AI of ships in combat more reckless and engaging
- Improved AI of mining and salvaging ships
- Added several new sound effects for weapon & other loot pickup
- Improved the introduction missions for the Strategy Mode and Trading
- Added a mission to track progress of the Xsotan Swarm Event
- Added some trading goods that can be dropped during R-Mining & R-Salvaging
- Improved names of turrets and upgrades
- Added pirate carriers
- Harvest and Repair AI no longer reorder weapon groups and use only the best turrets on targets
- Renamed "Smart Blocks" to "Functional Blocks"
- Stations and ships of players are now be attacked by pirates or factions that are at war with the player from time to time
- Improved Controls
- Ship doesn't try to automatically turn towards the camera view while standing still (toggleable)
- Added a combat zoom functionality when holding right mouse (mousewheel)
- Added a free camera in building mode (arrow keys)
- Added tons of cool other stuff
Balancing
"Just like the other changes, a lot has happened here and we're listing only the most important ones! One of the most important goals was to make the early game less grindy, though. If you're interested in the details, check out the patchnotes for patches 2.0.1 to 2.0.6."
- Improved rewards of nearly all missions
- Reduced number of claimable asteroids, increased their value
- Upgrades start to drop once they're starting to be useful (ie. no shield-upgrades in Iron & Titanium regions, etc.)
- Massively increased capacity of battery blocks
- Added one imbalance to test our community & bug reporters
- Reduced amount of processing power required for Subsystem Sockets 4 and up
- Improved the Trading Subsystem to start tracking routes and showing prices at much earlier rarity levels
- Increased amount of resources available at Resource Depots
- Reduced cost of resources at Resource Depots
- Increased profit when selling resources at Resource Depots
- Most missions now additionally give resources as reward
- Decreased influence of pirates and Xsotan on hazard zone trigger when destroying freighters by 75%
- Adjusted NPC boosting behavior to make sure they don't kite as much
- Relation gain for repairing for money at repair docks is now similar to shipyard
- Relation gain of all bulletin board missions increased
- Xsotan Artifact II now gives +6 auto turret slots
- Xsotan Artifact III now gives +6 auto turret slots
- Xsotan Artifact IV now gives +6 auto turret slots
- Xsotan Artifact VII now gives +7 Hyperspace Range (up from 5)
- Shield boosters now give a flat bonus to shield instead of a percentage
- Dev Comment: Energy to shield converters are now the go-to item when you want % shield improvements
- Increased amount of shields provided by energy to shield converter subsystem
- Energy to shield converters now stack with other shield bonuses
- Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the building knowledge slot limitations
- This also speeds up combat with pirates in general
- Reduced prices of torpedoes by 56%
- Doubled base rewards for delivery missions
- Delivery mission bonus reward now scales with location in the galaxy
- Doubled base rewards for resource shortage missions (now 4x the good's price)
- Resource shortage mission bonus reward now scales with location in the galaxy
- Increased number of available bulletin board missions
- Increased minimal rotation speed for all turrets
- Halved frequency of fake distress call in comparison to normal distress call
UI Redesign
"We all know it was necessary, and things look so much better now! We hope you enjoy it just as much as we do! We're only listing the most important changes here, there are many more small things that were improved."
- Improved the looks of the UI
- You don't know how much I'd love to go on about this, but you should instead just check it out yourselves :)
- Added several color-blind modes
- Colorblind people: Please provide feedback if things are clearer now, we'd like to know if there is still stuff to improve!
- Added a new scenario selection UI for singleplayer games
- Added a detailed sector overview
- Added several Galaxy Map improvements
- Added pinging on the Galaxy Map
- Added a setting to reveal your position to others
- Added a toggle between faction & relation colors on the map
- Added areas to show where your ships are currently doing operations
- Sectors can now additionally be tagged with an icon when adding a note
- Added more buttons for showing/hiding different ships (distinguishes between "on screen" and "on operation")
- The currently tracked mission can now be shown on the galaxy map
- Added a legend to galaxy map
- Refined the Sector Information on galaxy map
- Added many hints about buttons and controls
- Improved camera controls in StrategyMode & GalaxyMap
- Improved UI of craft weaponry
- Turrets can be replaced and removed in ship overview
- Turrets can be assigned as auto-firing here
- Added arrows that show if a selection can be scrolled further up or down
- Added a slider to saved designs window in Build Mode to scale a design 2 slots up or down
- Added little highlights to find loot more easily
- Added filtering by ship & station in the fleet overview
- TAB now switches between Ship and Player window
- Added hints for actions to each window and tab
- Added little markers to turret icons for the different slot types
- Added new icons and cursors for actions that require a target
- Mail window now sorts newest mail to the top of the list
- Mail window now shows mails with attachments
- Mail window now highlights unread mail better
- New notifications are now shown at the bottom
Auto-Targeting
"No more 50% penalty but full control over which turrets should fire independently!"
- Removed the 50% damage penalty from automatic turrets
- Added new kinds of turret slots:
- Defensive (for PDCs)
- Auto Slots (for automatic turrets)
- All turrets can now be configured to be automatically firing
- Added new subsystems for automatic turrets, updated existing subsystems to include automatic slots where appropriate
New Progression
"The new progression is meant to challenge you on your way to the center of the galaxy. Players will be required to prove themselves in a new area before they can get their hands on the new building knowledge. We believe this provides a much more fun way to play your chosen playstyle, or to even try a different playstyle for a bit. And to keep Avorion a true sandbox: If you don't like the new progression, you can simply go for Avorion Classic!"
- Building blocks now requires Building Knowledge about their material, which you can find over the course of the game
- Either beat a strong pirate or boss encounter in the respective area, or
- Achieve good relations with a faction and buy the knowledge at one of their shipyards in the respective area
- Building Knowledge grants you the ability to build up to a certain material and subsystem socket number (read: Processing Power)
- Processing Power
- Made Processing Power of the ship more visual
- Improved clarity about what Processing Power does and what blocks increase it
- Functional Blocks that increase processing power are now clearly marked as such
- Added a "Classic Avorion" Scenario, which has full Building Knowledge unlocked from the start
Crew Rework
"Hiring crew was sometimes a rather tedious task, and the amount of crew necessary for some ships was a little overwhelming. With 2.0, we want to give you the options of either having a more bare-bones crew on the ship or investing in a fully functional crew that will boost your ship's performance to 200%!"
- Reduced the amount of crew necessary to keep the ship running at basic capacity
- Only half the crew is necessary now
- Adjusted salary accordingly
- Reduced the amount of workforce that is necessary to push a ship's performance to 100%
- Ship performance of engine and mechanics can now be boosted to up to 200%
- Boost in velocity is now reflected in the velocity display of the HUD
- Ranks are now assigned automatically by your crewmembers
- Ranks are now among the crew and no longer separate professions
- Morale decays more quickly once there is an issue on the ship
- Morale will only start to impact workforce once it arrives at 0%
- Morale no longer leads to the crew leaving the ship, but instead going on strike
- A crew transport can now be called in when 100 crew is necessary (down from 300)
Map Commands
"More work for your captains - less for you! With the new map commands you can now easily send your ship on a longer mission to collect resources, trade, explore and more!"
- Changed the map commands to be easier to use and less finnicky
- Map commands require a captain, who will then take full control of the ship
- Send an escort with your ship to increase its safety
- The ship won't be available during that time, unless recalled
- Ships with captains show up from time to time in the area they were deployed in
- Added the following new commands:
- Mine
- Salvage
- Travel
- Sell
- Procure
- Trade
- Supply
- Expedition
- Scout
- Restock
- Refine
- Added regular yields that the captains of the ships will send to you in a time interval specified by you
Captains
"We gave captains more character - and a class. And traits. And levels."
- Added new kinds of captains with various classes, perks and traits
- Captains can now level up
- Tier 0 captains gain a class determined by their last fulfilled operation once they reach level 5
- Captains now give bonuses to the ship, depending on their class
- Multiple captains can be taken on the ship as passengers
- Added a new mission that ends with the option to take a high-tier captain on board
- Specific stations produce specific captains
Fighter Rework
"We want the carrier-playstyle to be more of a specialization that's worth it - so we're making things easier but we'll also require you to specialize your ship more to, uh, carrier more."
- Added grouping of Squads
- Fighters are now remote controlled, pilots stay on the ship and won't get lost on destruction
- Player fighters without mothership (and thus without pilot) now fly in circles
- NPC fighters without mothership (and thus without pilot) now explode
- Fighters can now boost when they start flying longer distances
- Carriers need subsystems on board for more than 1 squad
- Added a new subsystem for fighter squads
- Added a fighter skin that can be applied to an entire squad
- Performance Improvements
- Improved rendering performance when fighters are deployed
- Improved networking performance of the mothership
- Massively increased durability of fighters
- Durability now scales with tech level and used material
- Increased damage of (new) fighters by 33%
- Rebalanced costs of fighters to match the "3 fighters = 1 turret" design philosophy
- Fighter production time is now 50% linked to their tech level and 50% to their durability
- Fighter production time is now always at most 1h
- Fighter production time now can be reduced by at max 90%
- Fighter production time reduction is now 1min per 1000 production capacity on the craft
- Fighters now always take at least 30s to produce, down from 60s
- Increased amount of fighters available at stations
- Improved fighter AI when returning to mothership
- Increased range of Anti-Fighter cannnons by 1km
- Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done
- Guaranteed dodges recharge over a period of 60s instead of 120s
- Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel])
- UI Improvements
- Added small HP bars for fighters when showing the entire squad
- Added small markers for fighters
- Added HP bars for deployed fighter squads
Autopilot
"Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it. You guys wanted automatic docking? You get automatic docking. Give the order, sit back and enjoy the show!"
- Ships can now always be controlled as long as they're in the same sector as you
- Ships won't require a captain for basic commands any longer
- When commanding your own ship the Autopilot of the ship kicks in
Central/Outer Faction Area
"To give the factions on the map more feeling of actual civilizations, they'll now have a central and outer region in their area. More commerce in the inner regions, more outlawnessness (is that a word?) in the outer regions."
- Added a differentiation between inner and outer faction areas
- Inner Faction Area
- Secure, many factories, densely populated, lots of commerce and trade
- Outer Faction Area
- Less secure, more empty sectors with resources, less populated, somewhat more dangerous, less activity
- Improved characteristics of factions, depending on the faction
Tutorial & Encyclopedia Improvements
"We brought the tutorial more up to date and made it easier for new players to start out in this complex game."
- Streamlined Tutorial and brought it more up-to-date
- Improved integration of Encyclopedia into first few hours of the game
- Added many new Encyclopedia articles
Player Profile
"You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!"
- Added a player profile to keep track of your progress
- Milestones in player profile show what you've achieved and what things are still to come
Hyperspace Improvements
"You know a feature isn't really top-quality when people Alt-Tab out of your game to do something else while waiting for hyperspace cooldown. So we made Hyperspace Travel more engaging and fun, and most importantly: Less annoying!"
- Hyperspace calculations can now be done over multiple jumps without reopening the galaxy map
- Hyperspace jumps require you to charge the jump drive before jumping, instead of after jumping
- This prevents players getting stuck without being aware that something like that could even happen
- Hyperspace jump cooldown is now max. 60s for all ships
- Reduced hyperspace jump range boosts through upgrades and blocks
- Hyperspace upgrades now either give
- Small jump range boosts without increased cooldown
- Large jump range boosts and increased cooldown
- Hyperspace jump cooldown can be reduced by boosting towards the next jump point
Smaller Changes
"Hooray if you made it all the way down here! As a reward, have a few more things that were impactful enough to be worth mentioning in this wall of text."
- Tutorial now starts with the same player resources regardless of difficulty level
- Additional resources are then given to players after completing the tutorial
- Large, empty Iron & Naonite asteroids now have the shape of Titanium asteroids to make them distinguishable from claimables
- Pirates can now be cowards and flee from a fight once too damaged
- Wormholes selected in Strategy Mode now show their distance
- Added a safety conversation line for Swoks when picking "I'll pay", to confirm that player actually wants to pay
- Renamed "Crew Shuttles" to "Boarding Shuttles"
- Added changing of root block
- Added a key to save designs from main menu
- Added a filter to saved designs window to filter by "Can I build this right now"
- Added a free camera in build mode
- Added an icon to bulletin board to quickly identify a mission
- Ship AI is no longer limited by range of PDCs when they have other weapons they could use
- Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock
- The trader that is attacked by pirates no longer dies in 2 seconds
- It's now 120s, except when you're helping them with the dying
- Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship
- Improved crew notifications
- Fighter engine trails are now longer when boosting on particle setting "High"
- Added a hotkey binding to select own ship (unbound by default)
- Force turrets are now also compared by force when sorting by damage in inventory
- Ships can now be sent through wormholes in strategy mode
- Salvage AI now stops when its salvaging license runs out
- Gems are now bought by Habitats and Casinos
- AI ships can now use armed auto turrets to defend themselves while mining/salvaging
- Turret positions are now updated when scaling and rotating the whole plan in building mode
- Added a hotkey to track missions when they're updated
- Reduced base time that it takes to build a ship with captain at a Shipyard from 300s to 40s
- Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
- Reduced default size of damage numbers
- Once a player has crossed the barrier, the teleporters will always activate automatically when that player enters the teleporter sector again
- Strongly reduced slowdown of turrets when approaching their aimed point
- Turrets now snap correctly to target instead of slowly approaching it
- Stations and ships of players can now be attacked by pirates or factions that are in war with the player
- Delivery and organize goods missions now mark their target stations
- Added icon to show that permanent installed upgrades can be removed without getting destroyed
- Fighter wings can now be deleted even when they contain fighters
- Enemies no longer oscillate between player and center of sector when player is too far out
- Added little lights to some containers
- Strategy mode is now bound to N
- Swapped default hotkeys for Ship and Player Menus (I, P)
- Added a text field to cargo bay for dropping a specific amount of goods
- Added a Turret Rotation Lock Edge block
- Auto-Assign now only unassign as many crewmen as it needs to fill all professions
- Torpedo and boarding warning sound is now attenuated over time to be less annoying
Bugfixes
"We actually fixed way, way more bugs than those, but we're listing the most annoying ones here. Many of these were brought to us by users through our in-game bug reporting system! List may be incomplete since many systems were reworked, which could lead to bugs being fixed automatically."
- Fixed an issue where multiple blocks could exist in the same space, leading to highly exploitable ship designs
- Fixed an issue where all factions of the map would be kept in memory all the time
- Fixed several issues with AI just turning, but not flying
- Fixed an issue where Swoks would not attack when shot at
- Fixed several issues where named weapons were a little underwhelming
- Fixed an issue where weapon hits would be desynced between client & server
- Fixed an issue with the Avorion window icon
- Fixed an issue with wrong proportion of factory storage
- Fixed an issue with factory production display
- Fixed an issue when ships won't fit through wormholes/gates
- Fixed an issue where ship wasn't properly deleted when deleting all blocks
- Fixed an issue where some ships couldn't be commanded after restoring a backup
- Fixed an issue where mod window didn't scale properly with UI scaling enabled
- Fixed some issues with target reticles not being drawn properly once too far away
- [UBR] Fixed an issue when loading key bindings that used Ctrl, Shift or other modifier keys
- You might have to reset controls or reassign the controls for them to work again
- Increased grace timer when a ship is destroyed in a Scrapyard sector
- Fixed a crash in Eliminating Rivals mission
- Fixed a crash in Propaganda Materials mission
- Fixed a crash in Display of Strength mission
- Fixed a crash in Shes Innocent! mission
- Fixed a crash in A Lost Friend mission
- Fixed a crash in The Guardian mission
- Fixed a crash in Wanted Dead, Not Alive mission
- Fixed an issue where changes in material weren't reflected in costs of saved designs window
- Fixed a bug in asteroid field generation
- Fixed an issue where the energy system didn't drain energy for a few seconds when going into drain
- Mined ores and scrap are no longer tagged as stolen when picked up by someone else after the reservation timer runs out
- Fixed an issue where switching to alliance ships over the map wasn't possible
- Fixed some issues where AI-controlled ships didn't calculate their braking distance properly
- Fixed an issue where some missions didn't continue when switching into ship when it's in the sector where the mission happens
- Fixed an issue where heal rates of fighters in fighter factory were too high
- Fixed pirate title not being translated in dialogs
- Fixed an issue where esort ship weapons sometimes dealt no damage
- Fixed an exploit where crew payday was reset when crew of the ship was empty
- Fixed an issue where projectiles didn't properly collide with objects very close to the turret
- Fixed an issue where ships could hang when destination sector was suddenly out of reach
- Fixed an issue where ships were using the wrong turrets for some jobs
- Fixed several issues for lower resolution
- Fixed an issue where Xsotan artifacts didn't stack in inventory
- Fixed an issue where several bosses didn't react to alliance ships as enemies
- Fixed an issue in a Family mission when there was no associate
- Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available
- Fixed an issue in crew tab where text could read 'due in 0 seconds'
- Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang
- Fixed several issues where missions didn't yield reputation when doing them in an alliance ship
- Fixed an issue in auto fire mode where turret didn't attack currently selected target
- Fixed several issues in search and rescue mission:
- Spawned wreckage can no longer have captain logs with conflicting dialog
- Dialog option to give information is no longer shown on any ship or station
- Location bulletins are now immediately updated if correct sector was found
- Only correct sector is now marked as target location if correct sector was found
- Added description line to tell player what to do with the wreckage
- Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about
- Fixed several issues where legendary turrets had wrong crew members
- Fixed an issue where players could have bad starting relations to their home sector faction
- Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them
- Fixed broken display of stats in shipyard
- Fixed an issue where player to player damage could still happen even when disabled
- Fixed an issue where fire power of a ship didn't update properly when all turrets were removed
- Fixed an issue where turrets could show up in System Upgrades inventory
- Fixed an issue where turret factories showed the wrong turrets sometimes
- Fixed an issue where the news window didn't update properly
- Fixed an issue where pirates attacked each other in 'Eliminating Rivals'
- Reading this I realize the irony of the bug with the mission's name
- Fixed an issue where introduction missions could spawn on the other side of the barrier
- Fixed an issue where the reticle of beacons was visible in build mode
- Fixed several server-side crashes
- Fixed an issue where invalid characters could be added to ship name text box
- Fixed an issue where some projectiles were displaced after being fired
- Fixed an issue where enablers of different input contexts would block other keys
- Fixed an issue where wrong stats were displayed in ship tab
- Fixed an issue where turret designs weren't restored correctly when repairing
- Fixed an issue where turret designs flickered on undo/redo
- Fixed an issue with icons not being cleared in fleet overview
- Fixed a crash when jumping with the ship window open
- Fixed an issue where mines didn't buy things as intended
- If you're still reading: have a really nice day and lots of fun with this update!
- Fixed several issues where jumping into some specific sectors could cause the game to crash
- Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
- Fixed an issue where auto turrets were shooting ships that were assigned as friends
- Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
- Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
- Fixed an issue where hangar didn't properly detect highest material of deployed fighter
- Fixed some overflows in cargo bay that were just a little too easy to reach
- Fixed a GPU memory leak
- Improved performance of icon rendering in inventory
- Fixed an issue where colors weren't correctly translated in building mode
- Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
- Fixed an issue where shots were desynced between client and server, looking like they hit when they didn't and vice versa
- Fixed an issue where windows had unforeseen overlap in main menu
- Fixed an issue where a pirate wasn't properly set to friendly in family storyline
- Fixed an issue where the amount of resources gainable through the "Resource Shortage" mission didn't scale depending on location in the galaxy
- Fixed an issue where stolen goods were usable for "Resource Shortage" mission
- Fixed an issue where turret AI could see higher-level hidden asteroids than it should
- Fixed an issue where docking lasers remained when pulling an already docking ship towards you while in a station
- Fixed dialog in missing freighters mission
- Fixed an issue where the root block of a ship remained in multiplayer as a ghost
- Fixed an issue where hyperspace cooldown could be 0s
- Fixed several issues where camera positions weren't properly remembered for ships
- Fixed an issue where the dialog with IHDTX could start in loading screen
- Fixed several issues with bosses that led to them being friendly towards the player
- Fixed several UI issues
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Ships now appear more often while on operations
- Codes of mission exodus shortcut are now tracked in the mission description
Balancing
"We'd like to reduce wait times for high-end ships when traveling with hyperspace jumps, so we're significantly increasing hyperspace cooldown reduction bonuses, while increasing required energy by the same factor. This essentially speeds up hyperspace cooldown, saving you precious waiting time."
- When remaining hyperspace cooldown is high, cooldown reduction by boosting is higher
- when more than 120s are remaining, cooldown reduction is now 12x faster, required energy 6x as much
- when more than 60s are remaining, cooldown reduction is now 8x faster, required energy 4x as much
- when less than 60s are remaining, cooldown reduction is now 4x faster, required energy 2x as much (this is the system that was in place already)
- In clear space:
- when more than 15s are remaining, cooldown reduction is 12x faster, required energy 6x as much
- when more than 7.5s are remaining, cooldown reduction is 8x faster, required energy 4x as much
- when less than 7.5s are remaining, cooldown reduction is 4x faster, required energy 2x as much (this is the system that was in place already)
- Boosting towards the jump point for HS jump cooldown is now possible while under attack
- The same principles for faster cooldown apply as for the other systems above
- Keep in mind that your hyperspace drive recharges with only 25% of its power while you're under attack
UI
- Updated translations
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- [UBR] Fixed an issue where mouse sometimes moved erratically when galaxy map was opened in strategy mode
- Fixed an issue where windows had unforeseen overlap in main menu
- [UBR] Fixed an issue where a pirate wasn't properly set to friendly in family storyline
- Fixed an issue on the galaxy map when a ship disappears while trying to find an area for its next operation
- [UBR] Fixed several issues where milestones wouldn't unlock in alliance ships
- Note that some milestones can only be unlocked as a player by design
- [UBR] Fixed an issue where the amount of resources gainable through the "Resource Shortage" mission didn't scale depending on location in the galaxy
- [UBR] Fixed an issue where stolen goods were usable for "Resource Shortage" mission
- [UBR] Fixed an issue where turret AI was unable to see hidden asteroids highlighted by miner captain
- [UBR] Fixed an issue where turret AI could see higher-level hidden asteroids than it should
- [UBR] Fixed an issue where docking lasers remained when pulling an already docking ship towards you while in a station
- [UBR] Fixed an issue where group 9 of turret orders was always reset when sending a ship on an operation
- [UBR] Fixed an issue where auto assign crew setting wasn't reliably remembered when sending a ship on an operation
- [UBR] Fixed galaxy map tracked mission display showing no or an old mission on reopening the map
- [UBR] Fixed dialog in missing freighters mission
- [UBR] Fixed an issue where autopilot wasn't stoppable by using mouse based keybind
- [UBR] Fixed an issue where the root block of a ship remained in multiplayer as a ghost
- [UBR] Fixed an issue where travel command could take 0s to travel to a location when hyperspace cooldown is low enough
- [UBR] Fixed an issue where hyperspace cooldown could be 0s
- [UBR] Fixed several issues where camera positions weren't properly remembered for ships
- [UBR] Fixed several issues in "She's innocent!"
- Pirates now attack player when they selected "pay" but can't
- Pirates now jump away more naturally
- Mission will now mark the sector where the container is if player forgets to take it
- Fixed an issue where auto turrets could destroy a pirate that was important for the mission to continue
- [UBR] Fixed an issue where the dialog with IHDTX could start in loading screen
- Fixed an issue where additional hyperspace cooldown energy was going up even though the engine was blocked
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
"More general QoL for everyone! Ships now stop when they don't have a salvaging license in a scrapyard, gems now have a purpose, and we've added a 'stealthy' swiftness so that you can tell your ships more safely to fly somewhere with minimal attack problems."
- Salvage AI now stops when its salvaging license runs out
- Gems are now bought by Habitats and Casinos
- Added a "stealthy" swiftness for travel command with very low attack probability but high travel time
- Commodores of escorting ships now properly reduce attack chance for Travel Command
- AI ships can now use armed auto turrets to defend themselves while mining/salvaging
- 'Dock to station', 'peaceful patrol' and 'refine ores' AI states now set the ship to 'passive' instead of 'idle' to avoid spinning
- Asteroids are now guaranteed in scrapyard sectors to avoid mining ships appearing and doing nothing
- Captains can now no longer be Intimidating and Harmless at the same time
Balancing
"We're buffing the normal delivery missions to make them more worthwhile, and there will be more missions available in general. We're also changing the mine/salvage operation safe mode, and you won't be able to use absolute minimum effort ships in areas where they're obviously outclassed. It's been pointed out to us that sending a 2 slot iron ship to mine for 4h in (1:1) without it being in any danger doesn't feel balanced and we agree. They'll need to be at least a little bit on par with ships in the area or you'll have to use an escort to protect them."
- Doubled base rewards for delivery missions
- Delivery mission bonus reward now scales with location in the galaxy
- Doubled base rewards for resource shortage missions (now 4x the good's price)
- Resource shortage mission bonus reward now scales with location in the galaxy
- Increased number of available bulletin board missions
- Increased likelihood of Tier III captain mission
- Mine Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
- Salvage Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
- Energy drain of energy to shield converter is now static for each rarity
- Increased prices of energy to shield converter upgrades to be more on par with other upgrades
- Increased fluctuation of the amount of goods available through trade contracts
- Reduced reputation gain of a few side missions from +10000 to +7500 to make them more on par with other missions
- Clearing out a pirate sector now grants +3500 reputation to a nearby faction
UI
"Some more UI QoL improvements, enjoy!"
- Added an alternative view for ship weapon overview that doesn't fill out the selection by slot, but by turret
- Added better error messages as to why a captain can't sell something (esp. which good is problematic)
- Readded display of total crew salary
- Escorting ships now additionally show the description of their escorted ships
- Added a config option to enable/disable encyclopedia pop ups
- Improved Translations
- Improved rendering performance of map tag icons when there are many icons
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- [UBR] Fixed some wrong translations
- [UBR] Fixed an issue where fighter AI was not properly detecting wreckages
- Fixed an issue where unowned objects were shown as purple instead of grey
- [UBR] Fixed an issue where seeker shots of autopiloted ships targeted the wrong objects on the client
- [UBR] Fixed an issue where autopiloted ships aimed badly on the client
- [UBR] Fixed an issue where mines didn't buy things as intended
- [UBR] Fixed several issues where jumping into some specific sectors could cause the game to crash
- [UBR] Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
- [UBR] Fixed an issue where auto turrets were shooting ships that were assigned as friends
- [UBR] Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
- [UBR] Fixed an issue where upgrades could get lost on reconstruction
- Fixed a few script crashes
- [UBR] Fixed an issue where the boost of ships would continue over loading screen, draining too much energy on hyperspace jump
- Fixed a performance issue in UI of Mine and Salvage Operation
- Fixed an issue where missions weren't tracked correctly
- [UBR] Fixed an issue where academy was reset when a ship went on an operation
- [UBR] Fixed an issue where cloning pods were reset when a ship went on an operation
- Fixed an issue where repairing turret bases crashed the game
- Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
- Fixed some crashes in commands when using them with alliance ships
- Fixed a crash in strategy mode when hovering an object that was just destroyed
- Fixed an issue where hangar didn't properly detect highest material of deployed fighter
- [UBR] Fixed an issue where mining/salvaging fighters were recalled all the time by its mothership while mining
- [UBR] Fixed rigid and coaxial turrets being able to shoot through the ship
- [UBR] Fixed an issue where procurecommand's "stolen" checkbox was still checked and used even though it was invisible
- [UBR] Fixed an issue where hyperspace engine cooling would show the wrong times
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- AI can now use multi-harvest turrets to both mine or salvage
Balancing
"Buffing energy to shield converters a little more to make them more competitive. We're also reducing pirate HP to speed up combat encounters a little and make things a little easier, since especially in the core they could quickly overwhelm. Their firepower will remain untouched, this only concerns their HP, and also only for pirates."
- Energy to shield converters now stack with other shield bonuses
- Improved shields given by energy-to-shield converter to give better shield +% than previous shield boosters
- Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the limitations on ship size
- This also speeds up combat with pirates in general
- Adjusted building knowledge drop (and mission) to be more on par with actual material spawn
UI
"We made some major improvements to the fighter UI and the galaxy map! Plus some more generall UI goodness."
- Fighters
- Added small HP bars for fighters when showing the entire squad
- Added small markers for fighters
- Added HP bars for deployed fighter squads
- Galaxy Map
- Alliance ships are now no longer shown in galaxy map ship list when alliance infos are hidden
- The currently tracked mission can now be shown on the galaxy map
- Galaxy map now remembers its configurations for each save
- Wormholes are now selectable in strategy mode
- Ships can now be sent through wormholes in strategy mode
- Added more localization strings (almost done with all languages, yay!)
- Force turrets are now also compared by force when sorting by damage in inventory
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- [UBR] Fixed an issue where players' ships and stations were attacked by bounty hunters when it should have been other factions (when at war) or pirates
- [UBR] Fixed some localization issues
- [UBR] Fixed an issue where the trader attacked by pirates still died too quickly
- [UBR] Fixed an issue where energy to shield converter subsystem showed the wrong stats for permanent installation
- [UBR] Fixed an issue where energy to auto turret subsystem showed the wrong stats for permanent installation
- [UBR] Fixed an issue where the news window didn't update properly
- [UBR] Added fail safes to tutorial to progress according to underlying mission so that destruction phase always works
- [UBR] Fixed an issue where title/class of ship wasn't properly restored when returning from background simulation
- [UBR] Fixed an issue where pirates attacked each other in 'Eliminating Rivals'
- Reading this I realize the irony of the bug with the mission's name
- [UBR] Fixed an issue where factories could use shuttles to overdeliver more goods than they had in stock
- [UBR] Fixed an issue where salvage command displayed an error about weapons being used when in fact it wasn't relevant
- [UBR] Fixed an issue where introduction missions could spawn on the other side of the barrier
- [UBR] Fixed an issue where the reticle of beacons was visible in build mode
- Fixed several server-side crashes
- Fixed an issue where turret factory ingredient mission didn't get properly tracked on restart
- [UBR] Fixed a few issues in display of texts of captains' perks and orders
- [UBR] Fixed coaxial turrets triggering the hint for unfortunate turret placement
- [UBR] Fixed stations triggering the hint for unfortunate turret placement
- [UBR] Fixed an issue where mothershipless fighters' models weren't cached, leading to performance issues
- [UBR] Fixed a crash when getting destroyed or jumping with the weapons overview window open
- [UBR] Fixed a crash when jumping via auto pilot with the strategy mode open
- [UBR] Fixed an issue where invalid characters could be added to ship name text box
- [UBR] Fixed an issue where ship names could overflow the UI
- [UBR] Fixed an issue where some projectiles were displaced after being fired
- [UBR] Fixed an issue where enablers of different input contexts would block other keys
- ie. Ctrl-W in StrategyMode blocked pressing W (while Ctrl held) in build mode, even though there was no Ctrl-W combination in build mode input context
- [UBR] Fixed an issue where wrong stats were displayed in ship tab
- [UBR] Fixed an issue where stations were limited in sockets by building knowledge
- [UBR] Fixed an issue where turret designs weren't restored correctly when repairing
- [UBR] Fixed an issue where turret designs flickered on undo/redo
- [UBR] Fixed an issue in "A lost friend" where sometimes captains didn't have a primary class
- [UBR] Fixed an issue in "A lost friend" where it wasn't available at Casinos and Habitats
- [UBR] Fixed an issue in "A lost friend" where it would never yield a Daredevil
- [UBR] Fixed an issue in "A lost friend" where the marker for a wreckage wasn't rendered at the correct position
- [UBR] Fixed an issue with icons not being cleared in fleet overview
- [UBR] Fixed a crash when jumping with the ship window open
- [UBR] Fixed an issue where ships behaved strangely after salvaging or mining is finished
- [UBR] Fixed an issue where Harvest and Repair AI no longer used existing turret groups with enabled autofire
- [UBR] Fixed an issue where fighters could mine hidden treasure asteroids even though the mothership didn't have the equipment nor captain to detect them
- [UBR] Fixed an issue where ships couldn't mine hidden treasure asteroids even though the mothership had the captain to detect them
- [UBR] Fixed an issue where ships didn't mine nor salvage when they only had fighters and no mining/salvaging turrets
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
"A few AI adjustments (mostly fighters) and some minor goodies."
- Added a buyable beacon that can be deployed with a customizable message
- Ship AI is no longer limited by range of PDCs when they have other weapons they could use
- Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock
- Improved fighter AI when returning to mothership
- Player fighters without mothership (and thus without pilot) now fly in circles
- NPC fighters without mothership (and thus without pilot) now explode
- Dropped building knowledge is now reserved for 1h instead of 2min
Balancing
"We're adjusting fighters slightly again because this time we overdid it a little. Those changes should tone them down slightly from their current status as indestructible killing machines. We're also giving the different shield upgrades a more distinct use."
- Increased resources necessary for production of fighters on ship slightly
- Increased range of Anti-Fighter cannnons by 1km
- Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done
- Guaranteed dodges recharge over a period of 60s instead of 120s
- Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel])
- Strong escort ships and escorting commodores now reduce base attack chance (which couldn't be reduced before)
- Slightly reduced yields from mining & salvaging safe mode
- The trader that is attacked by pirates no longer dies in 2 seconds
- It's now 120s, except when you're helping them with the dying
- Increased amount of shields provided by energy to shield converter subsystem
- Shield boosters now give a flat bonus to shield instead of a percentage
- Reduced maximum amount of goods available for Trade Command in early game
- Reduced random spawn rate of bosses slightly, since people jump more often now
- Reduced prices of torpedoes by 56%
UI
"We're now communicating better what the different intricacies of the different operations are. And we've got a brand new scenario selection for Singleplayer games! Apart from that: More UI QoL and other good stuff!"
- Improved UI of operations
- Colored price percentages of sell command
- Added better communication about sell command prices, captains and trading subsystem
- Added a warning sign to sell command for dangerous or otherwise problematic goods
- Added better communication about procurement contract prices, captains and trading subsystem
- Scout operation now communicates which hidden mass sectors the captain will uncover
- Refine operation now communicates speedup through a nearby owned resource depot
- Added a new scenario selection UI for singleplayer games
- Added a slider to configure loot highlighting (starting at which rarity)
- Added filtering by ship & station in the fleet overview
- Context menu in ship weapons overview is now disabled when in drone
- Added a 'Travel Hub Blue' color for Travel Hub beams
- Added an encyclopedia line to Travel Hub entry on how to build the beams in player-owned Travel Hubs
- Added little markers to turret icons for the different slot types
- Improved text for leveling of captains
- Added a loading screen tip for turret placement, to avoid unfortunate placement of turrets on the front of the ship
- Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship
- Building mode orientation arrows are now no longer rendered if UI is hidden
- Added keybinds to move main plane in Strategy Mode
- Tag icons set in name of alliance are now shown on map
- Assigning a captain no longer triggers the passenger notifications
- Assigning from/to vanilla crewmembers will no longer trigger a notification
- Added loading screen tips about several intricacies of operations
- Energy Tab is now more compact and fits on screen for lower resolutions
Misc
- Added debug output to find some bottlenecks
- Fighter engine trails are now longer when boosting on particle setting "High"
- Added a hotkey binding to select own ship (unbound by default)
Bugfixes
"No patch without some good old bug fixing! As usual, User Bug Reports that were submitted via our bug reporting tool are marked with [UBR]! Thanks to such a great community and keep it up!"
- [UBR] Fixed an issue where Xsotan artifacts didn't stack in inventory
- [UBR] Fixed an issue where several bosses didn't react to alliance ships as enemies
- [UBR] Fixed an issue where loot transporter wasn't set as a friend during dialogs in mission encounters
- Fixed an issue where faction languages could degenerate when saving
- [UBR] Fixed an issue where the adventurer could change names
- [UBR] Fixed an issue in a Family mission when there was no associate
- [UBR] Fixed an issue where fighters could become slightly too big (ie. monstrous)
- [UBR] Fixed an issue where it was possible to send a ship into background simulation even though it had a durability malus
- [UBR] Fixed an issue where fighter models could be too small
- [UBR] Fixed an issue where ships sometimes used repair turrets on enemies while attacking them
- [UBR] Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available
- [UBR] Fixed an issue where block textures weren't rendered correctly in UI
- [UBR] Fixed an issue where tooltips of escort ships weren't translated correctly
- [UBR] Fixed some wrong tooltips in captain tooltip
- [UBR] Fixed an issue in crew tab where text could read 'due in 0 seconds'
- [UBR] Fixed an issue where "Pirate Raid" mission could get stuck when there were too many holo blocks on the ship
- [UBR] Fixed an issue where the Sell Command could show the wrong prices
- [UBR] Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang
- [UBR] Fixed an issue where the highest price of a good in Sell Command never went into negative regions
- [UBR] Fixed several issues where missions didn't yield reputation when doing them in an alliance ship
- [UBR] Fixed an issue where ships could get stuck for a certain time during mining and salvaging
- [UBR] Fixed an issue where ships returning from background simulation would drop cargo when having cargo subsystems installed
- [UBR] Fixed loot not being synced when reservation values are changed
- [UBR] Fixed an issue in auto fire mode where turret didn't attack currently selected target
- [UBR] Fixed some issues in localizations
- [UBR] Fixed several issues in search and rescue mission:
- Spawned wreckage can no longer have captain logs with conflicting dialog
- [UBR] Dialog option to give information is no longer shown on any ship or station
- [UBR] Location bulletins are now immediately updated if correct sector was found
- Only correct sector is now marked as target location if correct sector was found
- Added description line to tell player what to do with the wreckage
- Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about
- [UBR] Fixed several issues where legendary turrets had wrong crew members
- [UBR] Fixed an issue in trade command where doing 2 consecutive flights caused double the profit even if it was just 1 more good being transported
- [UBR] Fixed an issue where players could have bad starting relations to their home sector faction
- [UBR] Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them
- [UBR] Fixed broken display of stats in shipyard
- [UBR] Fixed an issue where player to player damage could still happen even when disabled
- [UBR] Fixed an issue where fire power of a ship didn't update properly when all turrets were removed
- [UBR] Fixed an issue where turrets could show up in System Upgrades inventory
- [UBR] Fixed an issue where not all captain commands were listed on lower resolutions
- [UBR] Fixed an issue where turret factories showed the wrong turrets sometimes
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
"Autopilot can now boost more, and NPC ships boost less! This should make combat feel a lot better."
- Autopilot can now use boost
- Expedition now yields a Daredevil, not an Explorer on level up
- Added a safety conversation line for Swoks when picking "I'll pay", to confirm that player actually wants to pay
Balancing
"Adjusted fighters and the upgrades necessary for them some more to make them more viable for a specialized ship style. We also took a long look at the Expedition and made some very much needed improvements."
- Increased damage of (new) fighters by 33%
- Fighter production time reduced for all materials lower than Avorion, depending on their tier (lower material: less time)
- Legendary Hydra fighter upgrade now gives +4 slots
- Uncommon+ Hydra fighter upgrades now give a boost to production speed
- Improved boosts at Travel Hub, reduced costs
- Fighters now boost until they are in weapon range
- Reduced prices of fighter production
- Relaxed the amount of damage to prevent a ship from going on operations to 5% of ship's value missing in blocks
- Super-rich hidden asteroids are now in every 5th from every 4th
- Relation gain for repairing for money at repair docks is now similar to shipyard
- Relation gain of all bulletin board missions increased
- Resource yields from expedition now have a more random variation instead of a fixed value
- Resource yields from expedition now scale with distance to center of the galaxy
- Reduced amount of items yielded by salvage command
- Shuttles can now transport up to +400% more volume between factories per flight (ie. 5x as much)
- Xsotan Artifact II now gives +6 auto turret slots
- Xsotan Artifact III now gives +6 auto turret slots
- Xsotan Artifact IV now gives +6 auto turret slots
- Xsotan Artifact VII now gives +7 Hyperspace Range (up from 5)
- Increased base time for trade command by 2 minutes
- Reduced too massive boosting of AI ships
UI
"Clarity improvements and overall polish to the UI, enjoy!"
- Improved visuals of strategy mode plane
- Ships unable to escort/support show up in escort list now, with tooltips why they can't help
- Improved UI of expedition operation to show how much can be earned with the operation
- Renamed "Crew Shuttles" to "Boarding Shuttles"
- Added entries about captains to encyclopedia
- Added an icon to bulletin board to quickly identify a mission
- Improved usability of galaxy map tag icon
- Added error message in captain assessment of supply operation to point out that no route was found
- Adjusted some strings in tutorial to ensure they always fit on-screen
- Added description line with instruction to read mail in pirate raid mission
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
- Fixed a crash in fighter factory
- Fixed several crashes in bounty hunt mission
- [UBR] Fixed a crash when dragging a blueprint out of a squad
- [UBR] Fixed an issue where players could get the Titanium knowledge mail while tutorial was active
- [UBR] Fixed a visual issue with the icons of sectors uncovered by the scout operation
- [UBR] Fixed an issue where fighters just disappeared when starting
- [UBR] Fixed an issue where fighter icons in squad UI were empty
- [UBR] Fixed an issue where switching to alliance ships over the map wasn't possible
- [UBR] Fixed an issue where expedition operation could yield too advanced ores and scrap metal
- [UBR] Fixed several issues with fighters being transferred between ships
- [UBR] Fixed several issues with tooltips on the galaxy map
- [UBR] Fixed wrong english string in supply operation
- [UBR] Fixed an issue when loading key bindings that used Ctrl, Shift or other modifier keys
- You might have to reset controls or reassign the controls for them to work again
- Fixed some issues where AI-controlled ships didn't calculate their braking distance properly
- [UBR] Fixed an issue where reconstruction kits didn't rename when the ship was renamed
- [UBR] Fixed an issue where some missions didn't continue when switching into ship when it's in the sector where the mission happens
- [UBR] Fixed an issue where the Coop Flying tab wasn't shown
- [UBR] Fixed an issue where turret orders weren't saved and restored properly when a ship went into background simulation and returned
- [UBR] Fixed a crash in mining / salvaging AI when selected target has no resources to mine/salvage
- [UBR] Fixed an issue where heal rates of fighters in fighter factory were too high
- Fixed some issues with autopilot and order chains
- [UBR] Fixed an issue where lower building knowledge wasn't dropped if the player had higher knowledge in their inventory
- [UBR] Jump Range boost is now only depleted on actual hyperspace jump, not just changing sectors
- Fixed pirate title not being translated in dialogs
- [UBR] Fixed an issue where the trading operation could generate goods that were not paid for
- [UBR] Fixed swoks and his goons having a personal feud with literally anything neutral
- [UBR] Fixed an issue where esort ship weapons sometimes dealt no damage
- [UBR] Fixed an issue where payday of a crew was reset when sent on an operation
- [UBR] Fixed an exploit where crew payday was reset when crew of the ship was empty
- [UBR] Fixed an issue where projectiles didn't properly collide with objects very close to the turret
- [UBR] Fixed an issue where cursor had the wrong icon on the galaxy map when selecting a ship on an operation
- [UBR] Fixed an issue where ships on trading operation had a 50% lower chance of being attacked when only a single flight was necessary
- [UBR] Fixed an issue where ships could hang when destination sector was suddenly out of reach
- Fixed several issues with translation
- [UBR] Fixed an issue where the sector didn't have the correct name on the galaxy map after renaming it
- [UBR] Fixed an issue where gates to a sector didn't have the correct name after renaming it
- [UBR] Fixed an issue where ships were using the wrong turrets for some jobs
- [UBR] Fixed several issues where auto pilot would get stuck while salvaging or mining
- [UBR] Fixed a bug where installing an upgrade into the next system slot (which was blocked due to building knowledge) would destroy the upgrade
- Fixed a crash in scavenger highlighting when highlighting wreckages with no resources but cargo
- [UBR] Renaming beacon now has the faction of the ship from which it is spawned
- [UBR] Fixed an issue where perma destruction and precise AI aim weren't reset after going back down from harder difficulties
- [UBR] Fixed an issue where autopilot tried to stop the ship while interacting/building
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'. "You want the big patchnotes? Alright, you shall have the big patchnotes!"
Gameplay
"We made many improvements to ships deployed on operations: They can now show up in the area they're deployed in. But be warned, captains don't like being monitored at work. We also improved some clarity about size limits, processing power and other potential misconceptions about these mechanics."
- Ships with captains now show up from time to time in the area they were deployed in
- Renamed "Smart Blocks" to "Functional Blocks"
- Rephrased several messages to improve clarity about functional blocks and processing power
- Added a new section to the tutorial to explain processing power
- Adjusted naming of Building Knowledge
- Pirate shipyards now also drop building knowledge
- Building knowledge can now be bought by alliances, too
- Building knowledge now drops for all players in the sector, regardless of them hitting the enemy that drops the item
- Harvest and Repair AI now only use the best possible turrets and search for a new target or terminate if none are available. This means a ship equipped with Iron and Titanium Mining Lasers will use only the Titanium ones on Naonite asteroids.
- Harvest and Repair AI additionally no longer reorder a ship's weapon groups
- Tier 0 captains now gain a class determined by their last fulfilled operation once they reach level 5
- When ambushed, a ship tries to fight pirates if it has weapons (not just the escorts)
- When ambushed, a ship's hyperspace engine is exhausted
- Large, empty Iron & Naonite asteroids now have the shape of Titanium asteroids to make them distinguishable from claimables
- Added an alternate version of the hyperspace upgrade that is high reach, high cooldown
- This is basically the hyperspace system from pre 2.0 as an option, but boosting to reduce cooldown is still possible
- Tutorial now starts with the same player resources regardless of difficulty level
- Additional resources are then given to players after completing the tutorial
Fighters
"We said this before: 3 fighters should about equal one turret. The thing is that, contrary to turrets, you can lose fighters while deployed. Our goal with fighters is that we want carriers to be a viable playstyle, that can be powerful but requires specialization of the ship of more than just a few hangar blocks. We spent some more time on fighters and we think we're now at a point where we reached that goal."
- Increased durability of fighters
- Durability now scales with tech level and used material
- Increased boosting powers of fighters to +500% (from +200%)
- Rebalanced costs of fighters to match the "3 fighters = 1 turret" design philosophy
- Reduced fighter production costs to material costs equal to 10% of their credits costs
- A 100.000 Xanion fighter now costs 10.000 Xanion to produce on the ship
- Fighter production time is now 50% linked to their tech level and 50% to their durability
- Fighter production time is now always at most 1h
- Fighter production time now can be reduced by at max 90%
- Fighter production time reduction is now 1min per 1000 production capacity on the craft
- Fighters now always take at least 30s to produce, down from 60s
- Increased amount of fighters available at stations
General Balancing
"We want the general early game to be more fun and less grindy, and for that we're making it easier to gain resources through other ways than mining. Apart from that, we've made some general adjustments to improve overall gameplay quality."
- Increased amount of resources available at Resource Depots
- Reduced cost of resources at Resource Depots
- Increased profit when selling resources at Resource Depots
- Reduced amount of necessary reputation for buying Building Knowledge to 65.000
- Titanium Building Knowledge now gives 5 Slots
- Increased likelihood of finding captains from every 4th station to every 3rd
- Increased likelihood of finding tier 1 or 2 captains at stations
- Decreased base salary of captains by 5000
- Increased reach of higher-tier hyperspace upgrades
- Increased time to flee of pirates to 6.5 seconds from 5 seconds
- Reduced price for sector renaming beacon
- Increased amount of very rich hidden ore asteroids to every 4th, from every 8th
- Sped up trade frequency via shuttles between factories by 40%
- Decreased influence of pirates and Xsotan on hazard zone trigger when destroying freighters by 75%
- Reduced max velocity of NPC ships closer to the galaxy center
- Improved influence of positive perks of captains on operations
- Captains can't have more negative than positive perks anymore
- Most missions now additionally give resources as reward
- Bounty Hunt missions now improve relations to commissioning factions
Mining & Salvage Operation
"We added some clarity about the mining and salvaging operations, how they work and how to best fine-tune them for maximum yields. This, plus some QoL additions targeted at larger fleets."
- Delivery interval is now 15 minutes for durations of 30 minutes or 1h
- Added an option for immediate delivery
- Added a new "Area Efficiency" line to show how good/bad the area is
- Discovered asteroid/wreckage fields now boost area efficiency
- Implemented mining & salvaging support from escorts
- Escorts now mine/salvage, too, if they have the equipment for it
- Increased maximum duration that Miners and Scavengers can be sent on an operation from up to 6h to up to 8h
- They get a flat +0.5h bonus and each tier now gives +1h (up from 0.5h)
- Reduced time taken to refine
- Increased mining yields in outer faction area by 50%
- Resource asteroid/wreckage setting in Free Play mode now affects Mining & Salvage Operations
- Mining subsystems now boost mining yields
- They have the largest effect in areas with few asteroids
Other Operations
"Some balancing adjustments for the other operations. Also fixed some bugs, which you'll find more down below in the Bugfixes section."
- Increased area size of Scout operation from 15x15 to 21x21
- Scout Operation now reveals estimations about the amount of asteroids and wreckages
- Scout Operation is now 60% faster per sector
- Reduced general pirate attack chance in outer faction area
- Operations related to trading now improve relations to the local faction
- Increased gains from Expedition to make it more viable in early game
Galaxy Map
"We improved the general feel of sending your ships away - they shouldn't feel like they're completely gone."
- Added more buttons for showing/hiding different ships (distinguishes between "on screen" and "on operation")
- Ships are no longer automatically hidden from the list when sent on an operation
- Ships now get their area highlighted when going on an operation
- Added a checkbox to toggle those areas
- Adjusted some descriptions in map commands for improved clarity
- Sectors can now additionally be tagged with an icon when adding a note
- Map orders can now be given to ships piloted by a player
UI
"Much clarity stuff, and some more quality of life. Using pre-2.0 builds should now be a lot easier."
- Added arrows that show if a selection can be scrolled further up or down
- Wormholes selected in Strategy Mode now show their distance
- Changed colors of symbols indicating enemy strength to make them better distinguishable from one another
- Adjusted text in subsystems tab to hint towards functional blocks
- Added a different background for functional blocks
- Added more loading screen hints about captains, commands, processing power and more
- Renamed captain's level 0 to level 1
- Added the captain icon to captain mission
- Improved looks of blocks in block icons
- Added a slider to saved designs window in Build Mode to scale a design 2 slots up or down
- Adjusted names of orders in orderchain window for improved clarity
- Added explanation to max ship size slider in Free Play
- Updated "Build 5 slot ship" milestone in Player Profile to reflect Titanium Building Knowledge now allowing up to 5 slots
- Captain assessments in operation UI are now colored yellow or orange if they contain warnings
- Improved autopilot and craft orders interaction window
- Improved German, French, Russian, Japanese and Chinese localization
Bugfixes
"We got tons of feedback and bug reports, thanks for all the commitment! As usual, User Bug Reports reported through our in-game bug reporting tool are marked with [UBR] below."
- [UBR] Fixed a crash in Eliminating Rivals mission
- [UBR] Fixed a crash in Propaganda Materials mission
- [UBR] Fixed a crash in Display of Strength mission
- [UBR] Fixed a crash in Shes Innocent! mission
- [UBR] Fixed a crash in A Lost Friend mission
- [UBR] Fixed a crash in The Guardian mission
- [UBR] Fixed a crash in Wanted Dead, Not Alive mission
- [UBR] Fixed an issue where NPCs that were needed by missions ran away after they were damaged
- [UBR] Mined ores and scrap are no longer tagged as stolen when picked up by someone else after the reservation timer runs out
- [UBR] Fixed a crash in Refine AI Command
- [UBR] Fixed an issue where player-built shipyards sold building knowledge even though the player didn't have it yet
- [UBR] Fixed an issue where the trade command income scaled infinitely with the used ship's cargo bay
- [UBR] Fixed an issue where building knowledge didn't unlock on servers that first had it disabled, then enabled
- [UBR] Fixed an issue where the engine drained too much power after a hyperspace jump
- [UBR] Fixed an issue where the energy system didn't drain energy for a few seconds when going into drain
- [UBR] Fixed an issue where torpedoes and other icons weren't displayed properly
- [UBR] Fixed a bug in asteroid field generation
- [UBR] Fixed an issue in simplified simulation where ships would always boost and always hit no matter their energy, distance from target or reach of their weapons
- [UBR] Fixed pirate attack event not finishing properly sometimes when pirates flee
- Fixed an issue where recalled ships didn't return when a certain script crashed
- Fixed an issue where max amount of items gained from salvaging could be unlimited
- Fixed Mining Operation wrongly declaring enemy faction sectors as safe
- [UBR] Fixed an issue where cooldown of hyperspace engine could go to 0, leading to unexpected issues and crashes
- [UBR] Fixed an issue where it was possible to jump over rifts
- [UBR] Fixed an issue where some special characters weren't properly captitalized
- [UBR] Fixed an issue where normal hull wasn't available in turret design mode
- Fixed an issue where changes in material weren't reflected in costs of saved designs window
- [UBR] Fixed an issue where alliance ships couldn't escort other alliance ships
- [UBR] Fixed some issues in sell/procure commands where they took too long for simple tasks
- [UBR] Fixed an issue in procure command where attack chance was 60 times too high (whoops)
- Fixed alliance ships being marked with wrong colors
- Fixed an issue where the Procurement Contract UI wasnt reset correctly
- Fixed Typos
- [UBR] Fixed a bug where the autopilot would continue its last order after player leaves the ship
- Fixed a bug where captain tooltips had some lines missing in restock and expedition operations' UI
- [UBR] Fixed an issue that led to thrusters always firing when 'always turn ship' option was active
- [UBR] Fixed Saved Designs Window being empty on reopen
Hey everyone! These are the preliminary patch notes for update 2.0! There is much, much more that has happened and as always the devil is in the details! We're only listing the most important changes here for now. We'd like to encourage you to check out the update yourselves and see for yourselves how things have improved! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
General Gameplay
"So much has happened! It's far too much to list in these notes for now, so we'll only list the biggest changes! We had plenty of balancing changes as well, and we'll keep an eye on things to make sure that things stay smooth!"
- Added a "Free Play" Scenario
- Added repair with credits only at Repair Docks
- Fixed an error in the name-translator of other ships and stations
- Names of NPC ships & stations should now be more pronounceable
- Added more diverse civil Ships
- Added ambient shuttles that populate the sector
- Added more named weapons
- Added a secret boss fight
- Added a new procedural bounty hunting mission
- Added lights to some containers
- Added a shortcut to the Exodus story mission
- Added Towing instead of Reconstruction Tokens
- Added a device to rename sectors
- Removed cargo shuttles, factories can now trade amount each other in-sector through the civilian shuttles
- Added a pirate loot transporter
- Added a few easter eggs
- Torpedoes can now drop as loot
- Added strength indicators for enemies
- Added a Travel Hub to do longer jumps
- Made flight AI of ships in combat more reckless and engaging
- Added several new sound effects for weapon & other loot pickup
- Improved the introduction mission for the Strategy Mode
- Improved the introduction mission for Trading
- Added a mission to track progress of the Xsotan Swarm Event
- Added some trading goods that can be dropped during R-Mining & R-Salvaging
- Improved names of turrets and upgrades
- Added pirate carriers
- Added tons of cool other stuff
Balancing
"Just like the other changes, a lot has happened here and we're listing on the most important ones! You should check out the other topics for some balancing changes that were made there."
- Improved rewards of nearly all missions
- Reduced number of claimable asteroids, increased their value
- Upgrades start to drop once they're starting to be useful (ie. no shield-upgrades in Iron & Titanium regions, etc.)
- Massively increased capacity of battery blocks
- Added one imbalance to test our community & bug reporters
- Reduced amount of processing power required for Subsystem Sockets 4 and up
UI Redesign
"We all know it was necessary, and things look so much better now! We hope you enjoy it just as much as we do!"
- Improved the looks of the UI
- You don't know how much I'd love to go on about this, but you should instead just check it out yourselves :)
- Added several color-blind modes
- Colorblind people: Please provide feedback if things are clearer now, we'd like to know if there is still stuff to improve!
- Added a detailed sector overview
- Added several Galaxy Map improvements
- Added pinging on the Galaxy Map
- Added a setting to reveal your position to others
- Added a toggle between faction & relation colors on the map
- Added many hints about buttons and controls
- Improved camera controls in StrategyMode & GalaxyMap
- Improved UI of craft weaponry
Auto-Targeting
"No more 50% penalty but full control over which turrets should fire independently!"
- Removed the 50% damage penalty from automatic turrets
- Added new kinds of turret slots:
- Defensive (for PDCs)
- Auto Slots (for automatic turrets)
- Turrets can now be configured to be automatically firing
- Added new subsystems for automatic turrets, updated existing subsystems
New Progression
"The new progession is meant to challenge you on your way to the center of the galaxy. Players will be required to prove themselves in a new area before they can get their hands on the new building knowledge. But if you don't like that, you can just go for Avorion Classic!"
- Building blocks now requires Building Knowledge about their material, which you can find over the course of the game
- Either beat a strong pirate or boss encounter in the respective area, or
- Achieve good relations with a faction and buy the knowledge at one of their shipyards in the respective area
- Building Knowledge grants you the ability to build up to a certain material and subsystem socket number (read: Processing Power)
- Processing Power
- Made Processing Power of the ship more visual
- Improved clarity about what Processing Power does and what blocks increase it
- Added a "Classic Avorion" Scenario, which has full Building Knowledge unlocked from the start
Crew Rework
"Hiring crew was sometimes a rather tedious task, and the amount of crew necessary for some ships was a little overwhelming. With 2.0, we want to give you the options of either having a more bare-bones crew on the ship or investing in a fully functional crew that will boost your ship's performance to 200%!"
- Reduced the amount of crew necessary to keep the ship running at basic capacity
- Only half the crew is necessary now
- Adjusted salary accordingly
- Reduced the amount of workforce that is necessary to push a ship's performance to 100%
- Ship performance of engine and mechanics can now be boosted to up to 200%
- Boost in velocity is now reflected in velocity display on top of the HUD
- Ranks are now assigned automatically by your crewmembers
- Ranks are now among the crew and no longer separate professions
- Morale decays more quickly once there is an issue on the ship
- Morale will only start to impact workforce once it arrives at 0%
- Morale no longer leads to the crew leaving the ship, but instead going on strike
Map Commands
"More work for your captains - less for you! With the new map commands you can now easily send your ship on a longer mission to collect resources, trade, explore and more!"
- Changed the map commands to be easier to use and less finnicky
- Map commands require a captain, who will then take full control of the ship
- The ship won't be available during that time, unless recalled
- Added the following new commands:
- Mine
- Salvage
- Travel
- Sell
- Procure
- Trade
- Supply
- Expedition
- Scout
- Restock
- Refine
- Added regular yields that the captains of the ships will send to you
Captains
"We gave captains more character - and a class. And traits. And levels."
- Added new kinds of captains with various classes, perks and traits
- Captains can now level up
- Captains now give bonuses to the ship, depending on their class
- Multiple captains can be taken on the ship as passengers
- Added a new mission that ends with a high-tier captain
Fighter Rework
"We want the carrier-playstyle to be more of a specialization that's worth it - so we're making things easier but we'll also require you to specialize your ship more to, uh, carrier more."
- Added grouping of Squads
- Fighters are now remote controlled, pilots stay on the ship and won't get lost on destruction
- Fighters can now boost when they start flying longer distances
- Reduced fighter production costs by 50%
- Carriers need subsystems on board for more than 1 squad
- Added a new subsystem for fighter squads
- Added a fighter skin that can be applied to an entire squad
- Performance Improvements
- Improved rendering performance when fighters are deployed
- Improved networking performance of the mothership
Autopilot
"Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it."
- Ships can now always be controlled as long as they're in the same sector as you
- Ships won't require a captain for basic commands any longer
- When commanding your own ship the Autopilot of the ship kicks in
Central/Outer Faction Area
"To give the factions on the map more feeling of actual civilizations, they'll now have a central and outer region in their area. More commerce in the inner regions, more outlawnessness (is that a word?) in the outer regions."
- Added a differentiation between inner and outer faction areas
- Inner Faction Area
- Secure, many factories, densely populated, lots of commerce and trade
- Outer Faction Area
- Less secure, more empty sectors with resources, less populated, somewhat more dangerous, less activity
- Improved characteristics of factions, depending on the faction
Tutorial & Encyclopedia Improvements
"We brought the tutorial more up to date and made it easier for new players to start out in this complex game."
- Streamlined Tutorial and brought it more up-to-date
- Improved integration of Encyclopedia into first few hours of the game
- Added many new Encyclopedia articles
Player Profile
"You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!"
- Added a player profile to keep track of your progress
- Milestones in player profile show what you've achieved and what things are still to come
Hyperspace Improvements
"You know a feature isn't really top-quality when people Alt-Tab out of your game to do something else while waiting for hyperspace cooldown. So we made Hyperspace Travel more engaging and fun, and most importantly: Less annoying!"
- Hyperspace calculations can now be done over multiple jumps without reopening the galaxy map
- Hyperspace jumps require you to charge the jump drive before jumping, instead of after jumping
- This prevents players getting stuck without being aware that something like that could even happen
- Hyperspace jump cooldown is now max. 60s for all ships
- Reduced hyperspace jump range boosts through upgrades and blocks
- Hyperspace jump cooldown can be reduced by boosting towards the next jump point
Miscellaneous
"Hooray if you made it all the way down here! As a reward, have a few more things that were impactful enough to be worth mentioning in this wall of text."
- Added changing of root block
- Added a key to save designs from main menu
- Added a filter to saved designs window to filter by "Can I build this right now"
- Added a free camera in build mode
Bugfixes
"We actually fixed way, way more bugs than those, but those were the most important ones. So we're listing them here to shame them."
- Fixed an issue where multiple blocks could exist in the same space, leading to highly exploitable ship designs
- Fixed an issue where all factions of the map would be kept in memory all the time
- Fixed several issues with AI just turning, but not flying
- Fixed an issue where Swoks would not attack when shot at
- Fixed several issues where named weapons were a little underwhelming
- Fixed an issue where weapon hits would be desynced between client & server
- Fixed an issue with the Avorion window icon
- Fixed an issue with wrong proportion of factory storage
- Fixed an issue with factory production display
- Fixed an issue when ships won't fit through wormholes/gates
- Fixed an issue where ship wasn't properly deleted when deleting all blocks
- Fixed an issue where some ships couldn't be commanded after restoring a backup
- Fixed an issue where mod window didn't scale properly with UI scaling enabled
- Fixed some issues with target reticles not being drawn properly once too far away
- Fixed many more bugs that we might list here at a later time.
- Probably not, though, because who reads this stuff anyway?
- Fixed several UI issues
Hello everyone!
All the planned improvements have been implemented, the coffee has been drunk and the hype is reaching the limits! That is why we will keep it short today:
We will start the Update 2.0 Beta tomorrow!
We will inform you about the exact start time separately tomorrow. Until then, you can prepare some snacks and put the energy drinks in the fridge, because it's going to start soon!
Fighters
We all know them - we all love them: Fighters! The only problem is that our little helpers have brought a lot of work with them until now. We want to improve on that front with Update 2.0 and save you a lot of time! Lets start with the fact that the fighter pilots will no longer sit in the fighter itself, but will stay on your carrier and control the fighters remotely. That way you no longer have to worry about your pilots constantly dying in combat and won't have to look for replacements anymore! Starting with update 2.0 you will get one skin per squad and not per fighter. The new system will introduce rendering performance improvements when fighters are deployed, and network performance improvements for the mothership when they arent. And on top of that: Fighters will only cost 50% of resources to produce in the future, plus they'll start boosting when flying longer distances! Yaaay! Insiders know that Fighters can be SUPER OP, so well have to introduce some restrictions, too, sorry! In order to equip your ship with more than one squad of fighters, you will need the right subsystems installed. We want to make the carrier playstyle easier, but it will require more specialization of your ship. 10 squads on a full carrier are equal to 40 turrets! So the effort will definitely be worth it! We will also keep an eye on this feature and tweak it some more if necessary. Finally, one more community request: Fighter squads can be grouped now!
Cargo shuttles
Cargo shuttles the way you know them now will be removed. The effort behind them is too time-consuming and nerve-wrecking. Well replace the cargo shuttles with NPC shuttles to reduce the effort for transporting goods between factories. NPC shuttles will automatically fly between the factories youve configured to trade with each other. You will no longer have to hire pilots, create hangars and so on... And last but not least: We are planning to start the beta for update 2.0 next week! ;)
Hello everyone!
You have actively posted your game suggestions for Avorion in our forum and voted for them. At this point, first of all, thank you from the whole team, it makes us very happy to see how much passion you all bring in!
So here's a summary of the suggestions that made it into Update 2.0:
*Right click on the Screenshot - Open in new tab*
Directly implemented suggestions:
- Build mode: set root block manually
- Free camera in build mode
- Optionally selectable: show faction colors instead of relationships on the galaxy map
- Ships calling for help die too fast
- Captain, do this. Even if I am there / command your own ship - activate autopilot
- Improvements to Legendary turrets
- Pirate Carriers
- Improve the storage proportioning of the factories
Indirectly Implemented Suggestions:
- Fighter speed (Has been improved in the Fighter Rework)
- Easy applying of a fighter skin to a squad (Has been improved in the Fighter Rework)
- Easier configuration of factory to factory trade (e.g. cargo shuttles, supply command)
- Easier supply of torpedoes (torpedo loot drops)
- Difficulty options update (scenario: free play)
- We really need a better repair system (Towing service)
- Bulletin board improvements (Has been improved with the sector overview)
Loot Transporter
Getting really good loot usually takes a bit of work... With Update 2.0, we're making it a little easier for you, as the Loot Transporter is a sure way to know that there's some really great stuff to be captured! The transporter sometimes travels with pirates and is responsible for transporting the loot of their raids. You can imagine what he has in his bags! Since he has a lot to haul, there was unfortunately no room on his ship for turrets, so he makes a relatively quick getaway as soon as you attack him. The lucky ones among you who manage to destroy his ship despite the restricted time limit will be rewarded with a bunch of valuable loot!
Ship Reconstruction
Who has never wrecked a ship? Nobody, probably. In such a case, the well-known reconstruction token is usually the first thing you need to get the destroyed ship ready to go again - as long as you have a token at that time. We would like to make this feature less complicated and more comprehensible, so it should be easier to understand for Avorion beginners in the future. The tokens will no longer exist starting with Update 2.0, instead we are implementing a new Towing Service at Repair Docks! In the future you will be able to simply fly to a Repair Dock and ask them to pick up the broken ship. The ship will then be brought to you and made ready to use (read: quickly cobbled together) again for a small price, so that you can immediately continue flying! Some additional repairs might be necessary, though. Good thing youre already at a Repair Dock. If you don't feel like looking for a Repair Dock first, you can purchase a Reconstruction Kit. With those you can make your ship ready to fly again on the (destruction) spot. Youll be immediately ready to go, but will need a few more repairs.
Hello everyone! The big update 2.0 is nearly done and we are working on the last few open points! Wed like to use this weeks announcement to update our development roadmap and show you the progress that weve made:
DONE:
- Better UI visuals
- New progression system based on knowledge for different materials
- Scenario: "Classic Avorion" without the new progression
- Improvements to Independent Targeting
- Removal of the 50% damage penalty
- Amount of independently firing turrets can be increased with various existing and new upgrades
- Less micro-intensive commanding of ships
- 10 new or updated commands (ie. go fly a trade route, go salvage, go explore)
- Captains with classes & perks
- Improved performance for remotely operating ships
- Bounties on Bulletin Boards
- More civilian ships for improved flair
- Improved visuals for busy sectors
- Tons of QoL
- More diverse faction areas on the galaxy map
- Central vs. outer regions where different rules apply
- Player Profile w/ Milestones
- Crew Improvements
- QoL; Sergeant, Lieutenant, etc. will be ranks within professions and no longer separate professions
- Hyperspace Jump Improvements
- QoL; Improvements to game flow, jumps, reduction of waiting times
- Fighter Improvements
- QoL; Fighters will be remote-controlled, will support boosting, will be cheaper to build but require stricter preconditions to have them on the ship
- Autopilots
- Scenario: "Free Play" that can be configured to your individual liking
- Torpedo loot drops
- Improvements to the tutorial
- Listing of build mode features & "tricks" in the encyclopedia
IN WORK:
- A Secret Boss
- Various community-requested & QoL features
- Updates to the Encyclopedia
- Polishing, Bugfixing
STILL TO DO:
- Nothing - we dont have any other big topics that were not already working on! :)
Release Roadmap
So by now, youve probably realized that Update 2.0 wont release in Q2. The good news is that the big topics are done (hooray!) and were currently still working out some last kinks and bugs. As weve stated in another announcement a few weeks ago, game development is highly iterative (compared to regular software development) and we dont want to burn our 5-person dev team out. That wouldnt help anybody. We dont want to ruin the 2.0 update hype with a buggy and rushed release. Also, were currently deciding which community-suggested features well be adding to the game, so go vote on our forum, if you havent already! So whats coming next? One thing we can promise: It wont be too much longer! Right now we're doing stress-testing, PR stuff like a trailer and informing influencers and media, etc. Over the coming weeks, well get some closed beta-testing started (if we decide to include some community members, you will definitely hear from us), followed by the update being made available on the beta branch, just like any other regular release. After it performs well on beta, itll be released to the default branch. See you next week!
Autopilot
It has happened to everyone at some point: you try to dock at the station and the nose of your ship nudges the airlock but it still isnt properly docked. The procedure should actually be much easier. And this is where the autopilot comes into play! In the future, you will be able to select your target station in strategy mode and simply give your ship the command to head for it. Docking is completely automatic! Additionally, the autopilot is capable of many other cool things: Have you ever wished you could just sit back and watch your ship do its thing? With the autopilot, that's no longer a problem! As long as you are in the same sector as your ship, you can, for example, instruct it to fly across the sector, mine an asteroid, or even attack someone. While your ship carries out the order, you just relax and enjoy the show! However, you need to be in the same sector as your ship to use this feature. To give orders to ships in other sectors you will still need a captain. And, as we all know, accomplished captains are way too proud to let an autopilot do their work for them ;)
Sector Overview and Sector Renaming
How many stations have you clicked through to find the right crew members? Probably quite a few... In the future, we would like to make both the search for the right crew members as well as the buying and selling of goods easier and more convenient for you. With update 2.0 we improved the sector overview to allow you to find out much faster which station in the sector has exactly what you are looking for! Simply switch to Strategy Mode and look through the available stations to get an overview of which goods are bought or sold, which missions are available, and which crew members you can find at which station. Afterwards you only have to select the station, fly there and save a lot of time! While we're on the subject of sectors: Be sure to stop by an Equipment Dock and pick up the new Sector Label Applicator! Once you have activated it in a sector of your choosing, a beacon will appear and you can give the sector a new name. You can rename the sector as often as you like using the same beacon, as long as nobody destroys it. However, the label applicator only works in sectors that are controlled by you or your alliance, after all, you don't want the name of a sector to incite a war with the locals.
After performing well on the beta branch, patch 1.3.8 is now live on default! It introduces Japanese and French as officially supported languages and brings several quality-of-life improvements and stability improvements.
Languages
"As our community is growing all over the world, we want to support more languages. In this patch we happily introduce the new supported languages of French and Japanese."
- Added French localization
- Added Japanese localization
General
- Torpedo shafts can now fire when not assigned to a group
- Reduced default size of damage numbers
- Improved performance of durability weakness effects
- Improved performance of line break algorithm
- Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
Scripting API
- Implemented a prototype functionality to enumerate all values in an Enum
- Enums can now be converted to a table via enumerate() (ie. BlockType.enumerate())
Bugs
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
- [UBR] Fixed an issue where all players end up in the same sector once 3000+ players are registered
- Fixed an issue where safe mode was always on (even when turned off) when transforming a shipyard-requiring block into a non-shipyard requiring block without a shipyard in the sector
- Fixed an issue where colors weren't correctly translated in building mode
- Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
- Fixed an issue where upgrades of ships could disappear through breaking blocks
- Fixed an issue where clicking coordinates in chat was possible while mouse was visible or obscured by windows
- Fixed an issue where the Hermit Dialog wasn't shown when another player already spawned Swoks in that sector
- Fixed an issue where Exodus Mission wasn't updating correctly
- Fixed a crash in /run command when called from RCON or console
- Fixed a crash when saving script data of players
- Fixed an issue where players could leave the ship into the drone while building in tutorial
- Fixed a GPU memory leak
Crew Improvements
Searching for specific crew members can be annoying and time-consuming at times. Especially when you have already flown across several sectors to hire the correct crew members, only to realize that youre now suddenly missing a general. Thats why we have improved the way that higher-ranking officers are handled, so that in the future you will no longer have to fly to countless stations to man your ship effectively. First off, we removed the separate professions for higher ranking officers. As soon as the number of crew members of a certain profession increases so much that they now require a superior officer, your crew will automatically promote one of their colleagues from within this profession to a higher rank. We have also made the crew more effective. Compared to before, you will only need half as many crew members to get your ship ready for action because each of them now has double the workforce. But good employees come at a price and the new crew knows what they are worth and demand a salary twice as high as before. In turn, they are also willing to work under harsher conditions. Lower morale will no longer have an immediate effect on the workforce, even though morale will decrease somewhat faster than before if you dont have enough crew quarters or if you dont pay your crew. But if you do let morale go down all the way to 0% (you should feel ashamed for treating them so poorly!), all crew members on your ship will go on strike immediately. However, they will not leave the ship any more but simply refuse to work until the problem has been resolved.
Faction Areas
We want to make the factions more interesting and give them more depth. Currently, the factions consist of a simple territory and that does not match our idea of growing and living civilizations. In the future, each faction will therefore have a central area and an outer area which will look and feel distinctly different from each other. Each faction has a central area around the home sector that is very densely populated and has certain advantages for you. There are better trading options due to the many factories and other stations that are well connected by a close-meshed gate network. In addition, the central areas of the factions are very well protected, making pirate attacks in these areas less likely. The outer faction area is rather sparsely populated, however sectors like asteroid fields or other (more or less welcome) surprises are much more likely in there. In most cases, when moving into the territory of an unknown faction, you will first enter their outer area where you will encounter only a few of their ships and stations. There, you can assess them to decide whether you want to venture deeper into their territory to possibly find new allies, or if youd rather stay away from them. PS: The improved faction areas are compatible with existing saves!
Player Profile
Some things you achieve in Avorion are just too good not to be appreciated. Have you maybe defeated a certain boss or founded a mine on an asteroid? Or maybe youre a new player feeling a little lost in the vastness of space and dont know where exactly to start? This is why were introducing the new player profile, which will show you some things you should definitely try, and will remember the milestones you have reached, to give both new players and veterans inspiration for new goals. This means that, should you ever feel like you dont know what to do next, you can look here for ideas for new challenges. Or if youre feeling like taking a look back on your journey, this is where you can.
Hyperspace-Travel Improvements
[previewyoutube=uNKQrTERc5M;full][/previewyoutube] We want Hyperspace Travel to feel better and be less boring for mid & late-game ships. We want it to feel more like a journey and less like a teleport-here. To do this, were 1. massively reducing hyperspace cooldown time, 2. reducing hyperspace jump range gains from hyperspace cores and upgrades (dont worry, overall travel times will be a lot shorter, even with reduced jump range!). To get things started, it will be easier to travel to sectors that are further away than your jump range. You will be able to select any (non-rift) sector and your ship will automatically calculate a straight route of sectors to the destination. When arriving in an intermediate sector, you will be able to simply continue the journey without having to reopen the map to select new jump coordinates. We also want to avoid people getting stranded in a new sector with no energy. New players especially fall into this frustrating trap. Thats why were reducing the total amount of energy required for a jump, and instead of cooling the hyperspace drive after the jump, the energy will now be required to charge up the hyperspace drive to jump. To perform the jump, youll now have to boost towards the blue jump marker. Your ship will then charge up its hyperdrive and start to glow. We added some nice visuals and SFX so you can really get a feel of the immense forces required to move a solid, heavy ship through hyperspace! So jumping will require less energy in total now, and instead need a big spike of energy over a very short period of time. Thats why we also greatly improved battery blocks (since you might need them ;) ), giving these underappreciated blocks some more value. Finally, to make travel feel more fluent with bigger ships, you will be able to speed up hyperspace cooldown even more by prematurely boosting towards the jump point. This is meant as a high-end luxury though and will consume lots of energy.
We're introducing official French and Japanese localizations, and while we're already at it, fixing a few bugs. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Languages
"As our community is growing all over the world, we want to support more languages. In this patch we happily introduce the new supported languages of French and Japanese."
- Added French localization
- Added Japanese localization
General
- Torpedo shafts can now fire when not assigned to a group
- Reduced default size of damage numbers
- Improved performance of durability weakness effects
- Improved performance of line break algorithm
- Implemented a prototype functionality to enumerate all values in an Enum
- Enums can now be converted to a table via enumerate() (ie. BlockType.enumerate())
- Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
Bugs
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
- [UBR] Fixed an issue where all players end up in the same sector once 3000+ players are registered
- Fixed an issue where safe mode was always on (even when turned off) when transforming a shipyard-requiring block into a non-shipyard requiring block without a shipyard in the sector
- Fixed an issue where colors weren't correctly translated in building mode
- Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
- Fixed an issue where upgrades of ships could disappear through breaking blocks
- Fixed an issue where clicking coordinates in chat was possible while mouse was visible or obscured by windows
- Fixed an issue where the Hermit Dialog wasn't shown when another player already spawned Swoks in that sector
- Fixed an issue where Exodus Mission wasn't updating correctly
- Fixed a GPU memory leak
Hello everyone! This time we would have loved to show you some fancy new screenshots but sadly were currently in a development phase where we cant show any because the assets arent ready yet. Instead, wed like to show you our development progress towards the 2.0 update! These are the most important things we want to have in update 2.0, and at the same time our development progress.
DONE:
- Better UI visuals
- New progression system based on knowledge for different materials
- Scenario: "Classic Avorion" without the new progression
- Improvements to Independent Targeting
- Removal of the 50% damage penalty
- Amount of independently firing turrets can be increased with various existing and new upgrades
- Less micro-intensive commanding of ships
- 10 new or updated commands (ie. go fly a trade route, go salvage, go explore)
- Captains with classes & perks
- Improved performance for remotely operating ships
- Bounties on Bulletin Boards
- More civilian ships for improved flair
- Improved visuals for busy sectors
- Tons of QoL
IN WORK:
- More diverse faction areas on the galaxy map
- Central vs. outer regions where different rules apply
- Player Profile w/ Milestones
- Crew Improvements
- QoL; Sergeant, Lieutenant, etc. will be ranks within professions and no longer separate professions
- Hyperspace Jump Improvements
- QoL; Improvements to game flow, jumps, reduction of waiting times
- Fighter Improvements
- QoL; Fighters will be remote controlled, will support boosting, will be cheaper to build but require stricter preconditions to have them on the ship
- Autopilots
TODO:
- Scenario: "Free Play" that can be configured to your individual liking
- Torpedo loot drops
- Improvements to the tutorial
- Listing of build mode features & "tricks" in the encyclopedia
- Various community-requested & QoL features
- Polishing, Bugfixing
When you scroll through the Avorion Workshop, you will find an insane collection of creative, unusual and very funny ships! You constantly have new creations and impress us with your ideas again and again! Therefore we would like to make a little competition out of it and reward the coolest constructions! The theme for your ships should be the following for this event:
Food
Create the most delicious hot dogs or the most amazing sushi rolls, whatever comes to your mind, we are looking forward to it! Let your creativity run wild and surprise us with your ideas! At the end of the event, we will raffle Avorion merch worth 50 to the best ship design, so it's worth participating ;) The event will take place through our Discord server, so join quickly: https://discord.gg/ebwtqkQ As soon as you have built your ship, upload it to the workshop and post the link in the --Event-Entries-- channel. And that's it! The event will end on 30.06.2021, so everyone has enough time to put the finishing touches on their masterpiece. The winner will be officially announced in the Discord Channel and notified via DM. We are looking forward to your ideas and your participation! Let the Food War begin!
Captains & Commands
With the introduction of the new captains, we also improved the way you can give orders to your ships. Whenever you order your captains to carry out a command, you will need to select an area for them to work in. They will analyze that area and they will predict how successful they will be. This depends on several factors such as the individual abilities of the captain, the likelihood of the ship being attacked in that area, and whether the area is suitable for the specific command in general. To see the pictures in full resolution, right-click on them and select "Open Image in new tab"!
More Work for your Captains - Less for You
You will only need to give one order to get a captain to carry out a complex task, for example when you command a ship to travel from one side of the galaxy to the other. Depending on the equipment of the ship, you can order your captains to go mining or salvaging, and you can tell them how long they should be gone for and which materials to return with. If the ships have ores on board, the captains can take them to a refinery for you, and if they have torpedo storage, they can go and acquire torpedoes. Are you simply curious about what might happen to your captains if you just send them out into the great unknown? You can give them the order to scout in a new region or send them on an expedition and they will tell you about their adventures and share their loot with you when they get back. Those of you that are ready to build up a trading empire can use their captains to procure certain goods or to sell some of the wares they already have on board. And if you already have a bunch of stations, your captains will be able to supply them with goods that the factories require to produce.
Escorts and More
We know that there are some quite dangerous regions in the galaxy, and your captains dont need to brave all difficulties on their own. You can have your ships escort each other, making it less likely to get attacked while carrying out a command. And then you will be on your way to having the most effective fleet in the galaxy!
Building Knowledge
Today well give you some info on the new progression system! We want the journey towards the center of the galaxy to be more challenging. From now on, youll have to unlock Building Knowledge about each new material (starting with Naonite, youll start out with knowledge about Iron and Titanium) before youll be able to use it for ship building. Unlocking the next material will also unlock the ability to build bigger ships with higher subsystem socket numbers. There will be different ways to get your hands on above Building Knowledge. In any case, we want players to prove themselves in a new area before they can unlock the next building tier. You can get the knowledge for the next material by either beating a boss in the area or a difficult pirate encounter. In case youre not the fighting type you can also buy the building knowledge at a shipyard from an allied faction in the specific region.
Processing Power Revisited
Building Knowledge will not only allow you to use the materials, but the higher-material knowledge you acquire, the more functional blocks you will be able to add to your ships. Adding functional blocks will not only increase the processing power but also the number of subsystem sockets of your crafts. This has always been part of the game, but now were visualizing it better. While taking a hard look at the processing power requirements for subsystem sockets we realized that some number tweaking might be necessary, so from now on youll unlock new upgrade sockets earlier (less processing power required)!
Existing Saves & Avorion Classic Scenario
Finally, the new progression will only be active for newly created galaxies. All your old savegames will remain the way they are. In case youre not a fan of the new progression and prefer the more sandboxy approach, we are also going to introduce a new Classic Avorion scenario which allows you to play without the new progression. Whenever you create a new galaxy you will be able to select the option in the main menu.
Captains Classes
We noticed that hiring captains used to be a bland affair that was necessary but rather boring. This did not go in accordance with our vision of the game. The new captains will have up to two classes, for example Merchant, or Scavenger, with their own individual capabilities. Captains will gain experience when completing commands, and leveling up will make them even more effective.
Captains Perks and Quirks
To show that each captain has their own personality, we also added character traits that make each captain special. These traits influence how well a captain is able to perform a certain task, so always make sure to put the right person on a certain job! Which captains you will be able to hire depends on at which stations you look for them and how much you are willing to pay. But dont worry: none of the new captains will be able to do less than the old captains, but many of them will be capable of doing so much more! Stay tuned for another Update 2.0 news flash next week!
Changes and Improvements
We (and you, we know) arent completely happy with the way independent targeting is handled at the moment, so we went ahead and implemented some direly needed changes. Lets start off with the most important change: turrets set to auto targeting will no longer deal -50% damage! The 2.0 Update will allow you to set a certain number of turrets to independent targeting, based on a slot system. We also made it easier to keep an eye on the turret slots you have available, showing which turrets need multiple slots and what kinds of slots are still unoccupied.
PDC Turret Slots
PDCs no longer use up military slots but are put into their own PDC slots, called Defensive slots. There will be specific subsystems that increase the number of PDCs you can install, but most other turret control systems will also add defensive slots. All PDCs will automatically have independent targeting enabled, so you wont have to trade any slots or other firepower for defensive weapons. Stay tuned for another Update 2.0 news flash next week!
Inventory and Tooltips
We also added more colors to the inventory. Now it is much easier to keep track of your items of different rarities and everything has a more concise look. The window itself got a sleeker, more metallic style and the tooltips received a new paint job.
New HUD
Avorions GUI received some direly needed sprucing up and were very happy with the results. We freshened up the HUD, pulling the bars apart and adding icons to the individual bars for more clarity.
New Subsystems Tab
The old design simply did not have the high-tech look you would expect from a space game. But the new tab is not only more pleasing to the eye, it also explains much better how the volume of the ship limits the processing power and therefore the number of subsystem slots.
Further Changes
We know that our old GUI was difficult to read for people who are color blind. The 2.0 Update will introduce an option to change the color palettes of Avorion, allowing players to choose between different colorblind modes. Over the next few weeks we will be posting more Update 2.0 news flashes, so stay tuned! The entire Boxel Team wishes you a Happy Easter!
It's crazy how time flies! Its been a whole year already since Avorion left Early Access!
We are super happy with how things have been going! Thats why we have a little surprise for you:
[previewyoutube=Mb71_NYhesM;full][/previewyoutube]
Update 2.0 will introduce massive changes that will fundamentally improve many aspects of the game:
- New progression system in which players acquire building knowledge of the various materials
- New Classic Avorion scenario without the new progression
- Fully configurable Free Play scenario
- Captains with specialized talents and personalities
- Improved AI orders to send your ship to go mining, trading, scouting and more
- Improved UI visuals
- Improvements to the independent targeting mechanics
- Many QOL improvements like less micro management, easier traveling to far away sectors and crew management, autopilots, many balancing changes, UI improvements like a sector overview that shows available missions, goods and crew members of all stations, and many more!
Update 2.0 will improve game mechanics that might not feel perfect at the moment. Many of these changes will make Avorion feel like a new game, that is why the title of the update will be Avorion Update 2.0.
More details about the specific changes will be coming over the next few weeks. Stay tuned!
Patch 1.3.7 is now live on branch default!
After performing well on the beta branch, patch 1.3.7 is now live on the default branch for everyone. You can find full patch notes for 1.3.7 and 1.3.6 here: https://steamcommunity.com/games/445220/announcements/detail/3022446487043326411 https://steamcommunity.com/games/445220/announcements/detail/2906474991117528927
We are hoping that you had relaxing holidays and an amazing start into the new year and that you are ready for the great news wed like to share with you! So without further ado, here it is: At the moment we are working on a large (free ;) ) update for Avorion that will introduce many new features and massively rework some aspects of the game in Q2 2021. We dont want to spill too much info at this point, but we would like to share some details to get you hyped up a bit! You all know about independent targeting and we hope you will be excited to hear that we are reworking it. In the future, you will be able to decide for yourself which of your weapons will be able to fire independently, and the damage of these weapons will no longer be reduced by 50%. There will also be changes concerning the game progression and the collection of materials. We know this sounds exciting, but you'll have to be patient for a little longer before you can discover your journey to the center all over again. Now that we have dropped some spoilers, we would like to tell you that we have thought long and hard about what we want Avorion to be like in the future and which direction we want to go to improve it! We have been taking a closer look at the gameplay and we have realized that you guys are forced to spend a lot of time on (annoying) micro-management. This is one of the things that we want to change in the future. As you know, there are countless adventures and experiences to be enjoyed in Avorion. But we have noticed that we introduced a few features in the past that only scratched the surface and that have caused the game to feel a little rough in some respects. But now its finally time to smooth those edges! This means that we might have to tackle some (annoying) gameplay mechanics and reduce their scope. We are even planning on replacing some (micro-management intensive) mechanics with more intuitive systems. Our goal is to make sure that in the future, we wont be spreading our efforts too thin and that we will be able to make our vision of the game bloom! We are looking forward to the update and we cant wait to receive your feedback! In the meantime, take a look at one of our verified servers, marked with a blue checkmark in the server list. Who knows, maybe youll find new allies there! And if you still havent read enough, check out this wormhole that leads directly to our roadmap: https://avorion.gamepedia.com/Roadmap
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
UI
- Shield & Hull repair rates are now factored in when sorting by damage
- Players no longer get notifications for shot down torpedoes and fighters
Misc
- Various smaller performance improvements and code cleanups
Bugfixes
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
- [UBR] Fixed an issue where there were no Xsotan attacks at all happening when only Xsotan infected asteroids were in the sector
- [UBR] Fixed Adventurer not talking to player after player leaves and returns to sector in 'Torpedo Tests'
- [UBR] Fixed several issues where boarded ships couldn't be commanded or were otherwise behaving strangely
- [UBR] Fixed issues where the coordinates were swapped in the descriptions of the final Cavaliers and Family storylines
- [UBR] Fixed a crash that occured when clicking 'Show in Workshop' button in mod upload window when no mod was selected
- [UBR] Fixed an issue where the end-game convoy would spawn in 0:0
- [UBR] Fixed an issue where fighters and turrets could have negative costs
- [UBR] Fixed an issue where some russian letters couldn't be entered as ship names
- [UBR] Fixed an issue where AI ships of players didn't fire torpedoes
- [UBR] Fixed some rounding issues in hyperspace and radar upgrades
- Fixed some issues where mining & salvaging turrets were coaxial when they shouldn't be
- Fixed several issues in mining and salvaging AI scripts
- Fixed several crashes in scripts
- Fixed several issues where missions weren't restored correctly
- Fixed several typos
- Fixed some issues in documentation
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Reduced amount of container fields in massive container field sectors to improve performance
- Note: Only applies to newly discovered sectors
- Container fields now respawn similar to asteroid fields
- Docking dock blocks with dock blocks now aligns them perfectly
- Added cooldowns of 30 minutes to story boss fights
- Made several improvements to gameplay flow of investigate missing freighters mission
- "Free Slaves" mission timer now stops after slaves have been surrendered, returning them has no time limit
- Morale drop for missing officers only happens if there are actually too many crewmen for all officers, instead of projected numbers being too high
Client
- Camera adjustment to ship now also supports back and forth (ALT + mouse wheel)
- Galaxy Map: Temporary (unstable) wormholes are now shown as yellow paths
- Building Mode: Turret designs can now also be scaled all at once
- Building Mode: Improved scale-step icon
- Building Mode: Moved workshop items that are tagged "Segment Template" to a new folder "Workshop Segment Templates"
- Improved tooltips to clarify that some items can also be reserved for AI factions
- Alliance message of the day is displayed on login
- Permanently installed, but disabled upgrades are now shown correctly in upgrades tab
- This happens when an upgrade is installed permanently and then the ship is shrunk down, disabling the used slots
Misc
- Updated localization
- Added more debugging output
Bugfixes
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
- Fixed an issue where players that just logged in would cause logs that look like crashes
- Fixed several issues in Black Market campaign
- Fixed an issue where smuggler ships could attack player after having told them that they wouldn't
- Fixed a crash when using StrategyMode in scripts while not actually in strategy mode
- [UBR] Fixed an issue where the artifact of the brotherhood could be dropped multiple times
- [UBR] Fixed an issue where mining AI could try to mine objects attached to itself
- [UBR] Fixed an issue where mining AI didn't use double-harvesting turrets for salvaging or mining and vice versa
- [UBR] Fixed an issue where ship name and emblem blocks of small objects weren't displayed correctly
- [UBR] Fixed an issue where productions of factories weren't started properly while players weren't in the sector
- [UBR] Fixed an issue where enemies would start standing still after being out of reach for too long
- [UBR] Fixed an issue where the chat would remain scrolled up even when not currently open
- [UBR] Fixed several synchronization issues of upgrades in inventory selection of upgrades tab
- [UBR] Fixed an issue where convoy ship would call out to players that they have missions even though they don't
- [UBR] Fixed an issue with pathfinding where the ai would not fly through a gate
- [UBR] Fixed an issue where tutorial would get stuck if player left the sector in a certain phase
- [UBR] Fixed an issue where "Rebuilding Geometry" was displayed forever when turning off ambient occlusion and removing a block
- [UBR] Fixed an issue where delivery missions handed out cargo even though player was unable to pay deposit
- [UBR] Fixed an issue where exodus mission's next beacon location would be shown before player talked to current beacon
- [UBR] Fixed a resource duping bug
- [UBR] Fixed an issue where selecting didn't work when select was bound to other mouse buttons
- [UBR] Fixed an issue where ships would be restored immediately after selling them at a scrapyard
- [UBR] Fixed an exploit where unique upgrades could be installed more than once
- [UBR] Fixed some mistakes in encyclopedia
- [UBR] Fixed casino not talking to player after they leaveand returnto sector in 'The Family'
Community members can now apply to have their server marked as a "Verified Server"! All verified servers will get a blue checkmark next to the server name in the list. The "Verified Server" checkmark is used to mark servers that we, Boxelware, recommend as great to play on. We want to highlight servers of passionate community members and reward those who are doing an amazing job running their own dedicated servers. Since the verified server checkmark is a quality seal, a verified server must follow certain guidelines (see link below). This gives verified servers better visibility and increased server traffic. Additionally, we will provide a direct connection for verified server owners to us to provide high priority support! You can find the complete list of rules & prerequisites on our forum: https://forum.avorion.net/index.php?/topic/6846-verified-servers-ruleset-prerequisites/ Here are some of the most important points: - The server specs must meet certain requirements to ensure smooth gameplay - The server must be public and accessible without password - The server admin must be reachable by us - The server admin must have at least one month of experience running similar servers - The server main language must be German or English To apply with your server, please send us an e-mail to server@boxelware.de. Make sure to check out the forum post first, though! We are looking forward to your applications!
Hello everyone!
As many of you know, the Steam Awards 2020 are currently running! Today is the last day to submit your vote and it would mean a lot to us if you could support Avorion with your vote. The whole Boxelware team consists of passionate Steam players and to get an award in one of the categories would literally blow us away!
So we are happy about every single vote of you that chooses to support Avorion.
Unfortunately, you can only vote in one category, so we propose the Labor of Love Award. Of course, you are free to vote for Avorion in any other category if you want to.
To vote, just click on the link at the top of this posting or directly from the Avorion store page.
Thanks for your support and time!
Gameplay
- Object detector no longer highlights valuable objects docked to the current ship
Balancing
- Reduced drop chance for Defense System Upgrades relative to the other upgrades
Client & UI
- Building Mode: Special folders in "Saved Designs" window are now sorted to the front
- While on beta branch, version is shown on the bottom left of the screen
- Improved responsiveness of the game during loading screen
- This fixes Windows thinking that the game crashed when it's actually just loading
- Added some loading screen tips that explain size relations in the game
- Added small question marks to indicate that scrapyard dismantling doesn't guarantee goods
Scripting API
- Added documentation for displaying dialogs
Server
"We made some serious progress over the past 2 weeks on the server side, and now it's time to share it!"
- Implemented several important performance optimizations
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks for helping us improve the game and keep it up! :)"
- [UBR] Fixed a crash when hiring a spy
- [UBR] Fixed massive performance issues when changing the sliders for volume or scale in shipyard or station founder
- [UBR] Fixed problems with hermit mission not updating when talking to adventurer
- [UBR] Fixed an issue where selling of all trash didn't work at a fighter factory
- [UBR] Fixed IHDTX attacking during dialog on re-enter of sector
- [UBR] Fixed a crash when using /playerinfo chat command
- [UBR] Fixed an issue where log would be filled with "Skipped queued callback because filter said no"
- [UBR] Fixed "Show Hints" setting not doing anything
- [UBR] Fixed an issue where some blocks would drop resources even though they shouldn't
- [UBR] Fixed an issue where players wouldn't be written out properly on servers
- [UBR] Fixed several issues with tooltips on the galaxy map
- [UBR] Fixed several issues with ships bumping into each other when ordered to escort
- [UBR] Fixed several issues where jump orders on the galaxy map wouldn't get executed properly
- [UBR] Fixed an issue where flight assist would use up more and more energy after docking
- [UBR] Fixed an issue where traits of DLC syndicates wouldn't show up properly
- Fixed an issue where docked containers would turn invisible
- Fixed several UI elements reacting even if the mouse is blocked by other windows
- Fixed descriptions of missions flickering while changing sectors
- Fixed several issues in black market story missions
- Fixed several issues in scripts
- Updated texts
- Updated localizations
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.
Gameplay
- Object detector no longer highlights valuable objects docked to the current ship
Balancing
- Reduced drop chance for Defense System Upgrades relative to the other upgrades
Client & UI
- Building Mode: Special folders in "Saved Designs" window are now sorted to the front
- While on beta branch, version is shown on the bottom left of the screen
- Improved responsiveness of the game during loading screen
- This fixes Windows thinking that the game crashed when it's actually just loading
- Added some loading screen tips that explain size relations in the game
Server
"We made some serious progress over the past 2 weeks on the server side, and now it's time to share it!"
- Implemented several important performance optimizations
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks for helping us improve the game and keep it up! :)"
- [UBR] Fixed a crash when hiring a spy
- [UBR] Fixed massive performance issues when changing the sliders for volume or scale in shipyard or station founder
- [UBR] Fixed problems with hermit mission not updating when talking to adventurer
- [UBR] Fixed an issue where selling of all trash didn't work at a fighter factory
- [UBR] Fixed IHDTX attacking during dialog on re-enter of sector
- [UBR] Fixed a crash when using /playerinfo chat command
- [UBR] Fixed an issue where log would be filled with "Skipped queued callback because filter said no"
- Fixed an issue where docked containers would turn invisible
- Fixed several UI elements reacting even if the mouse is blocked by other windows
- Fixed descriptions of missions flickering while changing sectors
- Fixed several issues in black market story missions
- Fixed several issues in scripts
- Updated texts
- Updated localizations
As you may know, some time ago we started the experiment with the Official Community Servers. During the Covid-19 lockdown, we provided some servers for free, to be run by the community. We marked them as Official Community Servers, to indicate that these are special, always-on servers managed by the community. After evaluating your feedback and all the statistics, we, unfortunately, came to the conclusion that it did not work out the way we planned it. Were still working on some performance issues, and we realized that we gave a wrong impression by marking them with the word Official. Additionally, we had quite a few requests from passionate dedicated server hosters, saying they wanted to be part of the program as well, but with their own, private servers. After having evaluated everything, we came to the conclusion that there is another, better way! So here is a little preview of our future plans. In the next few weeks, we will transfer the "Official Community Server" program into a "Verified Servers" program. We have many dedicated hosters who host private, well-functioning servers at their own costs. We want to reward these people for their efforts and give them the opportunity to get a blue checkmark as well. The current "Official Community Servers" will remain online and with the current hosters, but for the time being the blue checkmark will be removed. Alternatively, we will give everyone (who runs a server) the opportunity to apply for the verified checkmark. All of you, who have already invested hours in their own servers and gained experience are invited to apply for the Verified checkmark once the program starts over the next weeks. Of course, this also includes the servers now marked as "Official Community Servers". We are still working on how exactly and under which conditions this will be possible. More detailed information will be available soon. So stay tuned!
We are super proud and happy to announce that the first Avorion expansion, the Black Market DLC, is now available on the Steam Store! There are many exciting new tasks and missions waiting for you, so look forward to the new hacking feature and discover hidden dealers to trade illegal and stolen goods on the black market! You can join a convoy on its expedition to the center of the galaxy, make new friends or decide to attack the explorers. Shipbuilders and battle-hardened veterans can also look forward to exciting new legendary weapons which they can use to go into battles or simply equip their favorite ship.
All this and many more new features await you in the Black Market DLC, so don't lose any time and dive into new space adventures!
https://store.steampowered.com/app/1357160/Avorion__Black_Market/
Special Thanks
We would like to thank our community members who have been diligently testing the beta version! With your support and feedback you have helped us a lot and we are happy that you are a part of Avorion!
Docking
"Docking's here! The feature is actually pretty straightforward. Slap a dock block on your ship and go have fun! :)"
- Ships can now use Dock blocks to dock other objects
- Docked objects are shown in building mode
- Docked objects can be taken with you through gates, wormholes and hyperspace jumps
- (Nearly) every object can be docked
- Added a 'Transport' mode for stations
- Stations must be in 'Transport' mode to be docked and moved
- Stations in 'Transport' mode lose their station-specific interactions and passive abilities (Shipyard, Equipment Dock)
- Factories that are docked to each other can now directly transfer goods between them (direct partners only)
Gameplay
"Aside from a few shady features that sneaked in from the Black Market DLC, we got Legendary Turrets, prettier asteroids, and a new, strange Xsotan Wormhole Device that seems to open wormholes to your Reconstruction Site."
- Added new containers that can be hacked or taken to a smuggler's outpost to be opened
- Added a new sector type with many containers and asteroids
- Added the possibility to bribe ships that inspect you
- Added the possibility to inspect & get bribed by AI traders that can now carry illegal goods
- Added special, legendary turrets
- Some turrets will be available immediately, some only for DLC owners
- Turrets are dropped by bosses and other strong enemies
- More turrets to come over the next weeks
- It is highly recommended to try them out before judging them :)
- Added a new Xsotan Wormhole Device that opens a wormhole to your reconstruction site
- You get the item from the Adventurer after changing the Reconstruction Site or progressing with the story
- 10 Minute cooldown, infinite usages
- Has a few other limitations so it can't be used during immediate combat
- Improved visuals of asteroids with resources
- Developer Note: Asteroid shapes have been fine-tuned to ensure they have the same amount of resources as before
- Some factions now always have bad starting relations (not as bad on low difficulties, very bad on high difficulties)
- On higher difficulties, bad initial relations can trigger immediate war with factions the player hasn't met yet
- When switching sectors, players are only placed in ships that are idle or passive from now on (unless otherwise specified) to not interrupt AI orders
- Objects in sectors towards the middle are spread out a little further
- Seeking projectiles can now lead very fast targets
- When a warzone is called out or a freighter is raided, nearby players are notified
- Reduced camera shake of sector jumps
- Added edge & corner crew quarters blocks
- Added a front-facing torpedo launcher block
- 30s repair restriction no longer applies when the damage was self-inflicted
- Pirate encounters now respawn after 24h of playtime (newly discovered only)
- Pirate encounters now reset after some time when players flee (newly discovered only)
- Xsotan now turn hostile when ramming them
- Added a note to headhunter attacks showing which faction attacked the player
- While attacking, ships try to roll in a way that their strongest turret side faces the enemy
- Stashes now drop their items instead of just giving them to players
AI
"We improved several aspects of the AI, like pathfinding, aim and salvage & mining AI."
- A ship now waits for its fighters to land before flying through a gate
- Improved aim of AI ships
- AI ships can now aim with coaxial turrets
- Strongly improved aim of AI ships for Expert+ difficulties
- Salvage & mining AI now picks new objects to harvest close to the last one
- This way the behaviour is more consistent when objects break apart
- Salvage & mining AI now keeps fighters active while collecting loot
- Salvage & mining AI no longer keeps firing at tiny fragments that have negligible amounts of resources left
- Salvage & mining AI no longer bothers collecting extremely tiny amounts of loot
- Improved pathfinding when surrounded by many obstacles
Balancing Part I: General
- Adjusted fines for smuggling
- Slightly increased amount of petty upgrades being dropped in the outer regions
- Slightly reduced amount of legendary upgrades being dropped on low difficulties
- Railguns now always penetrate at least 3 blocks
- 5-slot turrets aren't automatically coaxial any longer
- Instead of every turret, only 25% of 5-slot turrets will be coaxial turrets
- Explosive shots no longer deal potentially infinite amounts of damage through AOE, but are capped at 200%
- Pulse Cannons now have a much higher shield penetration rate compared to other weapons with ionized projectiles
- Increased projectile speed of 2+ slot turrets
- Relation loss by damaging shields is now relative to maximum shields of AI crafts
- This reduces relation loss for high-damage weaponry in late game
- Relation loss by damaging hull through shooting is now at max 3000 points per second
- This reduces relation loss for high-damage weaponry in late game
- Increased repair speed for crew to 40min for the entire craft, from 60min
- Reduced firepower of tesla turrets by 33% and reduced their range to 2.5km - 3.5km (from 3km to 4.5km)
Balancing Part II: Shields
"Let's face it: Shields are way too powerful for what they cost. They provide lots of HP that recharge extremely quickly for free and they protect all blocks at the same time. Shields are also more or less obligatory for combat, and this means that players avoid combat in the early game. We want to break free from these limitations and give players more means to fight early on. We're nerfing shield generators, but at the same time buffing integrity blocks & armor a lot. Keep in mind that these are experimental changes and we'll see how they fare. Please share your feedback with us on this!"
- Buffing Integrity Blocks & Armor
- Reminder: Integrity fields reduce incoming damage!
- Increased damage reduction of integrity fields from 50% to 75%
- Increased HP of armor blocks to 25 per 1 volume, from 15
- Nerfing Shields
- Increased cost of shield generator blocks by 50%
- Reduced shield durability gained from shield blocks to 50 per 1 volume, from 70
- Developer Note: In total, existing ships with shield generators and integrity blocks protecting armor will get:
- -27% shields
- +233% hull HP for armor
- +100% hull HP for other blocks
Balancing Part III: Exploits, Shipyards & Reconstruction Site
"We're seeing a lot of playstyles that abuse exploits that are ending up in guides and that are degenerating from how Avorion was originally designed. In addition to fixing exploits, we're adding some experimental changes through which we want to shift the gameplay a bit. We want to reintroduce the feeling of 'safe haven' sectors and the risk of venturing out. We do realize that this might take some comfort away but we think it's healthier for the game in the long run. This playstyle will also require a little more planning from you, which is why we're only enabling it on new galaxies. We'd love to hear your feedback and we'll monitor the situation closely!"
- Building and repairing are now only possible without enemies attacking and only if the ship wasn't damaged in the past 30 seconds
- New Saves: On Normal+ difficulty, Generators and Hyperspace Cores will need a neutral or friendly shipyard in the sector to be added to your ship
- Applies to new saves only
- Applies to ships, not stations
- Does not apply to Creative
- Can be turned on/off with a server.ini setting
- Ctrl-Z, Ctrl-Y and scaling will still work without a shipyard
- Repairing is still possible without a shipyard
- Sectors with smuggler hideouts now have a shipyard
- Sectors with resistance outposts now have a shipyard
- Added an item that lets you return to your Reconstruction Site from anywhere (details see above)
- Reduced cost for changing Reconstruction Site by 80%
- Reduced cost for reconstructing without tokens to 80% of the ship's value, from 120%
- Reduced cost for repairs at repair docks to 35% of ship's value (from 75%)
- Reduced cost for founding a shipyard by 17.500.000 credits
- Reduced cost for founding a repair dock by 7.500.000 credits
- When reconstruction tokens are disabled, reconstruction site can still be set
- Hyperspace engine now has to reboot and goes on cooldown after its range is changed
Strategy Mode
"We've massively tuned the Strategy Mode to make it a much more polished and easy-to-use feature. Enjoy!"
- Added vertical lines to objects for a better sense of depth
- Improved grid-plane for a better sense of depth
- Camera can now be rotated and moved up/down
- Pressing space centers the camera on the selected object(s)
- Double click now centers the view, Ctrl-click toggles the selection
- Player's current craft now has a player icon in the strategy mode overview list
- Selection groups are now shown in overview list
- Claimed asteroids are now shown in overview list
- Added colors to sector ship overview list in strategy mode
- "Fly through gate"-order is now visualized with a line to the gate
- Mine and salvage orders issued via right click now start harvesting the clicked object (not the closest to the ship)
- Improved button feedback
Building Mode
- Added ISS shilhouette for comparison
- Transform Block tool's block orientation can now be rotated by holding R
- Added "Show Templates Folder" button to blocks window
- Turret designs can now be applied to all selected turret bases with one click
- Implemented new, detailed tooltips for blocks
- Improved transparency rendering of green box
- Added a preview of integrity field size
- Added a check box to hide/show green arrows in build mode
- Added the option to only repair all missing blocks, without ship health
UI
"More UI and QoL improvements."
- Galaxy Map: Pressing space centers the camera on the selected object(s)
- Galaxy Map: Selection groups can now be used the same as in Strategy Mode
- Galaxy Map: Notifications can now be disabled on the galaxy map
- Galaxy Map: Added input hints
- Mails: Mail buttons stops flashing for good when mails window is opened
- Mails: Mail list updates when a new mail is received
- Mails: Mail window's 'Delete' now takes all attachments first
- Improved UI for selling items
- Added various filtering, sorting and favoriting options
- Favorited (starred) items can't be sold, dismantled or researched accidentally any more
- Added assignable icons for ships
- Weapon base damage variation is now reflected in tooltips
- When founding a new ship, "Alliance Ship" is now greyed out when not in an alliance
- Pressing B while in drone now opens the ship founding dialog
- Player ships in the same sector now share their scanner data
- Added total crew salary to player and alliance fleet tabs
- Trade AI errors are now sent by the ship and contain the name of the ship in the chat message
- Adjusted size & position of server browser so that it's well visible on lower resolutions
- Added a basic mission marker instead of no icon in mission list
- Economy messages by the alliance are now marked as such
- Players can now choose if they want to receive economy notifications from their alliance
- Added activity logs for alliances
- Tooltips of uncollectable loot are now shown when aiming at in in mouse steering mode
- Speech bubbles are now rendered transparent when aiming at them in mouse steering mode
- Added community chatter messages
Client
- Added more loading screen tips
- Playmodes Normal & Creative Mode are now considered scenarios
- Added more infos about savegames in singleplayer window
- Added a checkbox to override a galaxy's mod settings
- If not ticked, the save's previous mod config is used
- Added a news window to the main menu
- Added a warning window for loading a galaxy with a too high version
- Added a warning window for loading a non-beta galaxy while on the beta branch
- Added categories for assignable controls
- Default controls layout of immediate (mouse) steering changed:
- Free Look is now on right mouse button (was Ctrl)
- Torpedoes are now fired with G (was right mouse)
Graphics
- Improved visuals of swirly weapon beams
Server
"While tons of things were improved, the most important change is that the scheduling of the server update has been completely rewritten. A single slow sector no longer slows down the entire server. We also added quite a few new settings to tune your server to your perfect PvP settings."
- Restructured the entire internals of the server
- A single slow sector no longer slows down the entire server
- Shenanigans of players no longer slow down the entire server but only the sector they're in
- Developer Note: This doesn't mean that the server now magically supports 100 players. Avorion is not an MMO, and will never be one because it was not designed as one.
- Simplified callback handling & improved stability of the server
- Increased time that sectors are initially loaded from 15s to 30s
- Renamed server option "authenticate" to "vac-secure"
- Renamed server option "isPublic" to "isMultiplayer"
- Added a server.ini setting to allow/forbid boarding
- Added a server.ini setting to enable saving of runtime stats (players, tick times, memory, sectors loaded, etc) into a .csv file
- Added a server.ini setting to configure the amount of networking threads
- Added a server.ini setting to configure minimum ship size
- Added a server.ini setting to configure maximum ship velocity
- Added a server.ini setting to configure maximum number of stations in a sector
- Added a server.ini setting to configure shipyard-bound building
Scripting API
"A lot changed here, so we won't be listing every little change, but only the most important ones - especially when they might break existing mods."
- Added class DockingClamps
- Added class HyperspaceEngine
- Added a new Sector callback "onPlayerArrivalConfirmed" which fires once the client has finished its loading screen
- Added more possibilities to work with Mails
- Added conversion from scancode to keycode and back (modders: See SDL2 docs for that)
- Developer Note: Modders: This might be important for you if you were using the Keyboard. We changed our internal structure from SDL Keycodes to SDL Scancodes
- Entity:getDockingPositions() now returns a table
- DockingPositions:getDockingPositions() now returns a table
- DockingPositions:getDockingPosition(id) now returns a table
- Removed Entity:getRandomDockingPosition()
- Removed obsolete Entity:getWormHoleComponent() function
- Renamed Durability.setMaximum -> Durability.maximum
- Callback "onMailReceived" is now called "onMailAdded" on server, same as client
- Modder Request: Most properties of TextField are now readable as well
- Added functionality to drop VanillaInventoryItem and UsableInventoryItem loot
- Massive improvements to structuredmission.lua
- Fixed an issue where scripts registered for updates before being restored
- Fixed an issue where Galaxy:findFaction() didn't correctly return Player, Alliance, or Faction object depending on the internal type
- Fixed an issue where some components in Entities created by Sector:createEntity() were missing
- Fixed a crash when not passing a color to addShipProblem
- [UBR] Fixed an issue where it wasn't possible to directly set the Seed value
- Use tostring() to get and assign the string to set
- Improved API documentation
Misc
- Added a notification when a player is assigned to be the new leader of a group
- Tons of small optimizations all over the place
- Improved performance of performance measuring (yes really)
- Improved several dialogs
- Improved translations
- Added a few new bugs
- Added an introductory chat message when playing on the beta branch
Bugfixes
"As always, bug reports from the community are marked with [UBR] (User Bug Report). Thanks for reporting and keep it up! You'll be seeing quite a few more of these over the next weeks!"
- [UBR] Fixed an issue where torpedoes in Equipment Dock weren't as different as planned
- [UBR] Fixed an issue where trading posts and factories didn't have enough cargo space
- [UBR] Fixed several issues where introduction missions got stuck when playing them in Alliance ships
- [UBR] Fixed a few performance issues when opening the Equipment Dock menu while inventory is full
- [UBR] Fixed several issues where the server could crash when being sent garbage over network
- [UBR] Fixed an issue where the emblem of alliances weren't sent to players correctly
- [UBR] Fixed an issue where ships wouldn't keep their orientation upon sector change
- [UBR] Fixed an issue where some chat commands could crash the server
- [UBR] Fixed an issue in fighter tutorial mission where having more than 3 fighters didn't advance the mission
- [UBR] Fixed an issue where escort AI would falsely attack friends
- [UBR] Fixed an issue where armor blocks sometimes didn't stop penetrating projectiles
- [UBR] Fixed an issue where ships would chase each other out of the sector indefinitely
- [UBR] Fixed an issue where reconstruction token value of a ship would decrease when ship is built smaller
- [UBR] Fixed an issue where players without alliance vault permissions could trash/favorite alliance items
- [UBR] Fixed an issue where turrets were jittering while aiming with the mouse
- [UBR] Fixed an issue where collision damage wasn't taken into account for relation changes
- [UBR] Fixed an issue where shots of ships owned by players, but controlled by AI would cause reputation losses when hitting the wrong target
- [UBR] Fixed an issue where Swoks' friendly/enemy behavior didn't work for alliances
- [UBR] Fixed an issue where MAD Science Lab's friendly/enemy behavior didn't work for alliances
- [UBR] Fixed an issue where sectors with only destroyed ships would be included in limited simulated sectors of a player
- [UBR] Fixed an issue where it was possible to select a turret with the ships tab
- [UBR] Fixed an issue where client-sided independent turrets would shoot ships and stations that were being boarded
- [UBR] Fixed an issue where anchors of permanently installed upgrades were visible through UI
- [UBR] Fixed an issue where 'Transfer Vessel' mission couldn't be completed if the vessel was to be delivered to a ship instead of a station
- [UBR] Fixed an issue where pirates from pirate shipyard sectors didn't count as pirates for pirate problem mission
- [UBR] Fixed an issue where ships lost upgrades when destroyed while not in the same sector as the player
- [UBR] Bad cargo warning is no longer shown when only a few unimportant ships of another faction are present in the sector
- [UBR] Fixed an exploit where ships could be healed by adding large stone blocks
- [UBR] Fixed an exploit where operation exodus dropped too many artifacts
- [UBR] Fixed a desync issues when commanding ships over the galaxy map
- Fixed an issue where chat messages sent by server didn't get their format strings filled in correctly
- Fixed an error message that was sent too often to alliance members with insufficient permissions
- Fixed an issue where turrets from the ship, when compared, would show up as blueprints
- Fixed highlights of list entries in singleplayer window not working
- Fixed several crashes
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Adjusted strength of pirates when hacking
Balancing
"We improved the behavior for losing relations due to stray shots. We had to find a good balance between 'not punishing shooting things accidentally too much' and 'consequences for blowing up half a station'."
- Reworked relation loss for hitting the hull of AI ships/stations
- Relation loss per shot is now higher, but you can't lose more than 3000 relations per second through shooting only
Client & UI
- Building Mode: Added new visualization when using the transform blocks tool
- Building Mode: Added new input hints about the rotation status of the Transformation Brush (keep orientation / overwrite orientation)
- Added a news window with most important changes
- Added a log entry for alliance ships being destroyed
- Tooltips of uncollectable loot are now shown when aiming at in in mouse steering mode
- Speech bubbles are now rendered transparent when aiming at them in mouse steering mode
- Improved clarity of container cracking UI
- Targeters of docked stations are now always shown
- Added community chatter messages
Bugfixes
- [UBR] Fixed a wrong warning about sectors not being simulated when a ship was destroyed there
- [UBR] Fixed an issue where being tractored by stations while having objects docked didn't work
- [UBR] Fixed a desync issues when commanding ships over the galaxy map
- [UBR] Fixed an issue where pre-1.2 stations couldn't dock objects
- [UBR] Fixed an issue where boarded stations couldn't be docked
- [UBR] Fixed several issues where transport mode of stations confused traders
- Fixed several server crashes
- Fixed an issue where sender of a chat message was always replaced by the entity title
- Fixed AI backup in boss fights arriving looking in the wrong direction
- Fixed several issues in scripts
- Fixed several issues in texts
- Updated localizations
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Factories that are docked to each other can now directly transfer goods between them
- While attacking, ships try to roll in a way that their strongest turret side faces the enemy
- Stashes now drop their items instead of just giving them to players
Balancing
- Adjusted damages of some new turrets
Client & UI
- Build Mode: Hold R to set the orientation when using the transform tool
- Added a basic mission marker instead of no icon in mission list
- Economy messages by the alliance are now marked as such
- Players can now choose if they want to receive economy notifications from their alliance
- Added activity logs for alliances
Bugfixes
- [UBR] Fixed an issue where blocks weren't correctly mirrored when using the transform tool
- [UBR] Fixed an issue where anchors of permanently installed upgrades were visible through UI
- [UBR] Fixed an issue in rendering in build mode when green arrows are disabled
- [UBR] Fixed an issue where transfer vessel couldn't be completed if the vessel was to be delivered to a ship instead of a station
- [UBR] Fixed an issue where pirates from pirate shipyard sectors didn't count as pirates for pirate problem mission
- [UBR] Fixed an issue where ships lost upgrades when destroyed while not in the same sector as the player
- [UBR] Fixed an exploit where operation exodus dropped too many artifacts
- [UBR] Bad cargo warning is no longer shown when only a few unimportant ships of another faction are present in the sector
- [UBR] Fixed an issue where camera wasn't resetting behind the ship correctly when exiting building mode
- [UBR] Fixed several issues with chat commands not finding the right players
- Fixed several crashes and other issues in scripts
- Fixed & adjusted several textss
- Fixed a few crashes in scrapyard due to new variables and people using old saves
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Added a note to headhunter attacks showing which faction attacked the player
- Repairing at a repair dock is no longer possible during combat
- The default repair rules apply same as in building mode
- Docking & stealing wreckages in scrapyards is now illegal
- Stations no longer automatically undock from other stations when transport mode ends
Balancing
- Reduced firepower of tesla turrets by 33% and reduced their range to 2.5km - 3.5km (from 3km to 4.5km)
DLC Content
"We're currently fixing things in the DLC content that got reported during our closed beta. Thanks for reporting and keep it up! To avoid spoilers we won't be listing story-related fixes here."
- Fixed several reported issues in DLC-only content
- Fixed several issues where NPCs wouldn't interact with players
- Improved tooltips of new upgrades
UI
- Trade AI errors are now sent by the ship and contain the name of the ship in the chat message
- Turrets can no longer be dismantled while favorited
- Turrets & Upgrades can no longer be researched while favorited
- Messages of containers when being abducted are more robotic
- Added black market logo to main menu when black market DLC is owned
- Adjusted news window to less obnoxious, especially on lower resolution
- Adjusted size & position of server browser so that it's well visible on lower resolutions
Scripting API
- Added a DockingParent class
Bugfixes
"As always, bug reports marked with [UBR] are user bug reports. Thanks for taking the time to report stuff and keep it up!"
- [UBR] Fixed an issue where Swoks' friendly/enemy behavior didn't work for alliances
- [UBR] Fixed an issue where MAD Science Lab's friendly/enemy behavior didn't work for alliances
- [UBR] Strategy Mode: Fixed an issue where the grid plane prevented shots and beams being rendered below it
- [UBR] Fixed cultists not aggroing when trying to steal their precious asteroid
- [UBR] Fixed an issue where tractor beams weren't working correctly
- [UBR] Fixed several issues related to station docks
- [UBR] Fixed an issue where sectors with only destroyed ships would be included in limited simulated sectors of a player
- [UBR] Fixed an issue where brake thrust and rotation wasn't calculated correctly
- [UBR] Fixed an issue where it was possible to select a turret with the ships tab
- [UBR] Fixed an issue where client-sided independent turrets would shoot ships and stations that were being boarded
- [UBR] Fixed an issue where hyperspace engine was always recharging after a relog if an upgrade was installed
- [UBR] Fixed an issue where mirroring of front-torpedo launcher didn't work properly
- [UBR] Fixed some issues with being able to click through news window
- Fixed several issues & crashes in scripts
- Fixed several issues & typos in texts
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- 30s repair restriction no longer applies when the damage was self-inflicted
- Flinging asteroids into stations now holds the ship that threw the asteroid responsible for damages
- Added the option to only repair all missing blocks, without ship health
- Pirate encounters now respawn after 24h of playtime (newly discovered only)
- Pirate encounters now reset after some time when players flee (newly discovered only)
- Xsotan now turn hostile when ramming them
Docking Adjustments
"So far, docking has been a huge success and we're very happy with the results! You got really creative with what you could do, and sadly that's where we had to make some adjustments since you broke the game in far too many ways :("
- Gates can no longer be docked in Normal (still in Creative)
- Several story-relevant objects and characters can no longer be docked
- Turrets of docked objects are now dependent on their parent's turret slots
- Added little chatter messages when containers are being abducted
- AI ships that don't want to be docked will now undock themselves
- Added a 'Transport' mode for stations
- Stations must be in 'Transport' mode to be docked and moved
- Stations in 'Transport' mode lose their station-specific interactions and passive abilities (Shipyard, Equipment Dock)
- Increased pulling force of dock blocks
- It's now possible for docked objects to jump and take their parent with them (if they belong to the same faction)
Balancing
- Relation loss by damage is now relative to maximum HP/shields of AI crafts
- This reduces relation loss for high-damage weaponry in late game
- Increased repair speed for crew to 40min for the entire craft, from 60min
Client
- Improved transparency rendering of green box in building mode
- Added explanation for size of docking blocks and pulling force
- Added a preview of integrity field size in build mode
UI
- Galaxy Map: Added input hints
- Strategy Mode: Grid plane is now more transparent
- Strategy Mode: Camera can now be rotated by just holding right mouse, shift doesn't have to be held
- Added a check box to hide/show green arrows in build mode
- NewsWindow is now invisible while ModsWindow is visible
- Added a little green icon that tells the player they can build advanced blocks in the sector
Misc
- Added an introductory chat message when playing on the beta branch
- Reduced RAM requirements while calculating background AI faction economy
Scripting API
- Added several missing Player callbacks on Server side
- Removed obsolete Entity:getWormHoleComponent() function
Bugfixes
"Thanks for reporting tons of issues! We're still working through the reports, and this is the first bunch of bugfixes that we've finished."
- Fixed several typos
- [UBR] Fixed a script crash when ordering ships to salvage/mine through interaction window
- [UBR] Fixed a few issues when multiple docks are pulling the same object
- [UBR] Fixed an issue where collision damage wasn't taken into account for relation changes
- [UBR] Fixed a few issues where weapons with high omicron would cost tons of reputation even though they hit a station that didn't even lose 1% HP
- [UBR] Fixed an issue where important artifacts weren't in the inventory of mobile merchants
- [UBR] Fixed an issue where stations would try pushing away their docking parent
- [UBR] Fixed several issues in controls settings
- [UBR] Fixed an issue where shots of ships owned by players, but controlled by AI would cause reputation losses when hitting the wrong target
- [UBR] Fixed stations pushing obstacles while they're docked to something
- [UBR] Fixed an issue where script commands that required Sector() access didn't work (ie. /addcrew)
- [UBR] Fixed an issue where interacting with a docked station would result in strange displacement of both objects
- [UBR] Fixed an issue where hidden resource asteroids had only a few resources
- [UBR] Fixed an issue where hazard zone being called out had string placeholders
- [UBR] Fixed an issue where all patrolling ships would fly to the same point in space and get stuck
- [UBR] Fixed an issue where ships wouldn't follow docked objects if set to escort
- [UBR] Fixed an issue where docking heavy objects sometimes didn't impact the ship's physics
- [UBR] Fixed an issue where modifying docked objects didn't impact the parent ship's physics
We appreciate your feedback regarding the current beta version. With your help we have been able to adjust and optimize some features before the next update. If you have any suggestions, you can tell us about them in the #beta-feedback channel on our Discord: https://discord.com/invite/avorion Besides the beta and our hype about the upcoming Black Market DLC, there are a few other new features we would like to share with you.
New Trailer
On our Youtube channel and on the Black Market store page you can watch the new official trailer for the DLC. We'd be happy to hear your feedback! https://store.steampowered.com/app/1357160/Avorion__Black_Market/ https://www.youtube.com/watch?v=0sN0Na8m4DU
Game suggestion feedback
We really appreciate your ideas and your enthusiasm to be a part of Avorion's development. That's why we went through your suggestions in our forum (ATTENTION: The most recent ones are not included here yet!) and put together a small feedback list for you. On this list you can read which of your suggestions are doable, which ones we are still thinking about and which ones are, unfortunately, on the "won't make it into the game" list. You can find the list here: https://forum.avorion.net/index.php?/topic/6734-suggestions-review/ You're welcome to continue to post your ideas in the forum. We will update the list regularly. To vote you can follow this link: https://forum.avorion.net/index.php?/forum/8-suggestions-idea-voting/
Giveaway
As a thank you to you, the greatest community in the galaxy, we would like to give something back to you! That's why we're giving away some Avorion Keys next Thursday, 29.10.2020 so that you and your friends can jump into new adventures! You can take part on our official Facebook page: https://www.facebook.com/avoriongame That's all for now, stay safe and stay healthy!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Docking
"Docking's here! The feature is actually pretty straightforward. Slap a dock block on your ship and go have fun! :)"
- Ships can now use Dock blocks to dock other objects
- Docked objects are shown in building mode
- Docked objects can be taken with you through gates, wormholes and hyperspace jumps
- (Nearly) every object can be docked
Gameplay
"Aside from a few shady features that sneaked in from the Black Market DLC, we got Legendary Turrets, prettier asteroids, and a new, strange Xsotan Wormhole Device that seems to open wormholes to your Reconstruction Site."
- Added new containers that can be hacked or taken to a smuggler's outpost to be opened
- Added a new sector type with many containers and asteroids
- Added the possibility to bribe ships that control you
- Added the possibility to control & get bribed by AI traders that can now carry illegal goods
- Added special, legendary turrets
- Some turrets will be available immediately, some only for DLC owners
- Turrets are dropped by bosses and other strong enemies
- More turrets to come over the next weeks
- Added a new Xsotan Wormhole Device that opens a wormhole to your reconstruction site
- You get the item from the Adventurer after changing the Reconstruction Site or progressing with the story
- 10 Minute cooldown, infinite usages
- Has a few other limitations so it can't be used during immediate combat
- Improved visuals of asteroids with resources
- Developer Note: Asteroid shapes have been fine-tuned to ensure they have the same amount of resources as before
- Some factions now always have bad starting relations (not as bad on low difficulties, very bad on high difficulties)
- On higher difficulties, bad initial relations can trigger immediate war with factions the player hasn't met yet
- When switching sectors, players are only placed in ships that are idle or passive from now on (unless otherwise specified) to not interrupt AI orders
- Objects in sectors towards the middle are spread out a little further
- Seeking projectiles can now lead very fast targets
- When a warzone is called out or a freighter is raided, nearby players are notified
- Reduced camera shake of sector jumps
- Added edge & corner crew quarters blocks
- Added a front-facing torpedo launcher block
AI
"We improved several aspects of the AI, like pathfinding, aim and salvage & mining AI."
- A ship now waits for its fighters to land before flying through a gate
- Improved aim of AI ships
- AI ships can now aim with coaxial turrets
- Strongly improved aim of AI ships for Expert+ difficulties
- Salvage & mining AI now picks new objects to harvest close to the last one
- This way the behaviour is more consistent when objects break apart
- Salvage & mining AI now keeps fighters active while collecting loot
- Salvage & mining AI no longer keeps firing at tiny fragments that have negligible amounts of resources left
- Salvage & mining AI no longer bothers collecting extremely tiny amounts of loot
- Improved pathfinding when surrounded by many obstacles
Balancing Part I: General
- Adjusted fines for smuggling
- Slightly increased amount of petty upgrades being dropped in the outer regions
- Slightly reduced amount of legendary upgrades being dropped on low difficulties
- Railguns now always penetrate at least 3 blocks
- 5-slot turrets aren't automatically coaxial any longer
- Instead of every turret, only 25% of 5-slot turrets will be coaxial turrets
- Explosive shots no longer deal potentially infinite amounts of damage through AOE, but are capped at 200%
- Pulse Cannons now have a much higher shield penetration rate compared to other weapons with ionized projectiles
- Increased projectile speed of 2+ slot turrets
Balancing Part II: Shields
"Let's face it: Shields are way too powerful for what they cost. They provide lots of HP that recharge extremely quickly for free and they protect all blocks at the same time. Shields are also more or less obligatory for combat, and this means that players avoid combat in the early game. We want to break free from these limitations and give players more means to fight early on. We're nerfing shield generators, but at the same time buffing integrity blocks & armor a lot. Keep in mind that these are experimental changes and we'll see how they fare. Please share your feedback with us on this!"
- Buffing Integrity Blocks & Armor
- Reminder: Integrity fields reduce incoming damage!
- Increased damage reduction of integrity fields from 50% to 75%
- Increased HP of armor blocks to 25 per 1 volume, from 15
- Nerfing Shields
- Increased cost of shield generator blocks by 50%
- Reduced shield durability gained from shield blocks to 50 per 1 volume, from 70
- Developer Note: In total, existing ships with shield generators and integrity blocks protecting armor will get:
- -27% shields
- +233% hull HP for armor
- +100% hull HP for other blocks
Balancing Part III: Exploits, Shipyards & Reconstruction Site
"We're seeing a lot of playstyles that abuse exploits that are ending up in guides and that are degenerating from how Avorion was originally designed. In addition to fixing exploits, we're adding some experimental changes through which we want to shift the gameplay a bit. We want to reintroduce the feeling of 'safe haven' sectors and the risk of venturing out. We do realize that this might take some comfort away but we think it's healthier for the game in the long run. This playstyle will also require a little more planning from you, which is why we're only enabling it on new galaxies. We'd love to hear your feedback and we'll monitor the situation closely!"
- Building and repairing are now only possible without enemies attacking and only if the ship wasn't damaged in the past 30 seconds
- New Saves: On Normal+ difficulty, Generators and Hyperspace Cores will need a neutral or friendly shipyard in the sector to be added to your ship
- Applies to new saves only
- Applies to ships, not stations
- Does not apply to Creative
- Can be turned on/off with a server.ini setting
- Ctrl-Z, Ctrl-Y and scaling will still work without a shipyard
- Repairing is still possible without a shipyard
- Sectors with smuggler hideouts now have a shipyard
- Sectors with resistance outposts now have a shipyard
- Added an item that lets you return to your Reconstruction Site from anywhere (details see above)
- Reduced cost for changing Reconstruction Site by 80%
- Reduced cost for reconstructing without tokens to 80% of the ship's value, from 120%
- Reduced cost for repairs at repair docks to 35% of ship's value (from 75%)
- Reduced cost for founding a shipyard by 17.500.000 credits
- Reduced cost for founding a repair dock by 7.500.000 credits
- When reconstruction tokens are disabled, reconstruction site can still be set
- Hyperspace engine now has to reboot and goes on cooldown after its range is changed
Strategy Mode
"We've massively tuned the Strategy Mode to make it a much more polished and easy-to-use feature. Enjoy!"
- Added vertical lines to objects for a better sense of depth
- Improved grid-plane for a better sense of depth
- Camera can now be rotated and moved up/down
- Pressing space centers the camera on the selected object(s)
- Double click now centers the view, Ctrl-click toggles the selection
- Player's current craft now has a player icon in the strategy mode overview list
- Selection groups are now shown in overview list
- Claimed asteroids are now shown in overview list
- Added colors to sector ship overview list in strategy mode
- "Fly through gate"-order is now visualized with a line to the gate
- Mine and salvage orders issued via right click now start harvesting the clicked object (not the closest to the ship)
- Improved button feedback
UI
"More UI and QoL improvements."
- Galaxy Map: Pressing space centers the camera on the selected object(s)
- Galaxy Map: Selection groups can now be used the same as in Strategy Mode
- Galaxy Map: Notifications can now be disabled on the galaxy map
- Mails: Mail buttons stops flashing for good when mails window is opened
- Mails: Mail list updates when a new mail is received
- Mails: Mail window's 'Delete' now takes all attachments first
- Building Mode: Added ISS shilhouette for comparison
- Building Mode: Transformation brush can now be rotated by holding R
- Building Mode: Added "Show Templates Folder" button to blocks window
- Building Mode: Turret designs can now be applied to all selected turret bases with one click
- Building Mode: Implemented new, detailed tooltips for blocks in building mode
- Improved UI for selling items
- Added various filtering, sorting and favoriting options
- Favorited (starred) items can't be sold accidentally any more
- Added assignable icons for ships
- Weapon base damage variation is now reflected in tooltips
- When founding a new ship, "Alliance Ship" is now greyed out when not in an alliance
- Pressing B while in drone now opens the ship founding dialog
- Player ships in the same sector now share their scanner data
- Added total crew salary to player and alliance fleet tabs
Client
- Added more loading screen tips
- Playmodes Normal & Creative Mode are now considered scenarios
- Added more infos about savegames in singleplayer window
- Added a checkbox to override a galaxy's mod settings
- If not ticked, the save's previous mod config is used
- Added a news window to the main menu
- Added a warning window for loading a galaxy with a too high version
- Added a warning window for loading a non-beta galaxy while on the beta branch
- Added categories for assignable controls
- Default controls layout of immediate (mouse) steering changed:
- Free Look is now on right mouse button (was Ctrl)
- Torpedoes are now fired with G (was right mouse)
Graphics
- Improved visuals of swirly weapon beams
Server
"While tons of things were improved, the most important change is that the scheduling of the server update has been completely rewritten. A single slow sector no longer slows down the entire server. We also added quite a few new settings to tune your server to your perfect PvP settings."
- Restructured the entire internals of the server
- A single slow sector no longer slows down the entire server
- Shenanigans of players no longer slow down the entire server but only the sector they're in
- Developer Note: This doesn't mean that the server now magically supports 100 players. Avorion is not an MMO, and will never be one because it was not designed as one.
- Simplified callback handling & improved stability of the server
- Increased time that sectors are initially loaded from 15s to 30s
- Renamed server option "authenticate" to "vac-secure"
- Renamed server option "isPublic" to "isMultiplayer"
- Added a server.ini setting to allow/forbid boarding
- Added a server.ini setting to enable saving of runtime stats (players, tick times, memory, sectors loaded, etc) into a .csv file
- Added a server.ini setting to configure the amount of networking threads
- Added a server.ini setting to configure minimum ship size
- Added a server.ini setting to configure maximum ship velocity
- Added a server.ini setting to configure maximum number of stations in a sector
- Added a server.ini setting to configure shipyard-bound building
Scripting API
"A lot changed here, so we won't be listing every little change, but only the most important ones - especially when they might break existing mods."
- Added class DockingClamps
- Added class HyperspaceEngine
- Added a new Sector callback "onPlayerArrivalConfirmed" which fires once the client has finished its loading screen
- Added more possibilities to work with Mails
- Added conversion from scancode to keycode and back (modders: See SDL2 docs for that)
- Developer Note: Modders: This might be important for you if you were using the Keyboard. We changed our internal structure from SDL Keycodes to SDL Scancodes
- Entity:getDockingPositions() now returns a table
- DockingPositions:getDockingPositions() now returns a table
- DockingPositions:getDockingPosition(id) now returns a table
- Removed Entity:getRandomDockingPosition()
- Renamed Durability.setMaximum -> Durability.maximum
- Callback "onMailReceived" is now called "onMailAdded" on server, same as client
- Modder Request: Most properties of TextField are now readable as well
- Added functionality to drop VanillaInventoryItem and UsableInventoryItem loot
- Massive improvements to structuredmission.lua
- Fixed an issue where scripts registered for updates before being restored
- Fixed an issue where Galaxy:findFaction() didn't correctly return Player, Alliance, or Faction object depending on the internal type
- Fixed an issue where some components in Entities created by Sector:createEntity() were missing
- Fixed a crash when not passing a color to addShipProblem
- [UBR] Fixed an issue where it wasn't possible to directly set the Seed value
- Use tostring() to get and assign the string to set
- Improved API documentation
Misc
- Added a notification when a player is assigned to be the new leader of a group
- Tons of small optimizations all over the place
- Improved performance of performance measuring (yes really)
- Improved several dialogs
- Improved translations
- Added several new bugs
Bugfixes
"As always, bug reports from the community are marked with [UBR] (User Bug Report). Thanks for reporting and keep it up! You'll be seeing quite a few more of these over the next weeks!"
- [UBR] Fixed an issue where torpedoes in Equipment Dock weren't as different as planned
- [UBR] Fixed an issue where trading posts and factories didn't have enough cargo space
- [UBR] Fixed several issues where introduction missions got stuck when playing them in Alliance ships
- [UBR] Fixed a few performance issues when opening the Equipment Dock menu while inventory is full
- [UBR] Fixed several issues where the server could crash when being sent garbage over network
- [UBR] Fixed an issue where the emblem of alliances weren't sent to players correctly
- [UBR] Fixed an issue where ships wouldn't keep their orientation upon sector change
- [UBR] Fixed an issue where some chat commands could crash the server
- [UBR] Fixed an issue in fighter tutorial mission where having more than 3 fighters didn't advance the mission
- [UBR] Fixed an issue where escort AI would falsely attack friends
- [UBR] Fixed an issue where armor blocks sometimes didn't stop penetrating projectiles
- [UBR] Fixed an issue where ships would chase each other out of the sector indefinitely
- [UBR] Fixed an issue where reconstruction token value of a ship would decrease when ship is built smaller
- [UBR] Fixed an issue where players without alliance vault permissions could trash/favorite alliance items
- [UBR] Fixed an issue where turrets were jittering while aiming with the mouse
- [UBR] Fixed an exploit where ships could be healed by adding large stone blocks
- Fixed an issue where chat messages sent by server didn't get their format strings filled in correctly
- Fixed an error message that was sent too often to alliance members with insufficient permissions
- Fixed an issue where turrets from the ship, when compared, would show up as blueprints
- Fixed highlights of list entries in singleplayer window not working
- Fixed several crashes
- Removed unnecessary sector marker from station founding introduction mission
- Fixed 43 typos (I didn't actually count that)
We are happy to announce that the store page for our upcoming Black Market DLC is now live! https://store.steampowered.com/app/1357160/Avorion__Black_Market/ A lot of new content and over 20 new story missions are waiting for you. You can also look forward to new bosses and new upgrades and weapons! Stay tuned and add it to your wishlist to get started right on time at the release! We can't wait and are very excited. Right now we are working hard on optimizing the last details and polishing the update.
In our Gamescom streams, we announced Avorions first DLC, Black Market. Alongside the DLC there will also be a huge free update. Now, we want to shine some light on whats coming alongside the DLC. We put a lot of thought into the update and invested a lot of work to improve Avorion and to offer more content and features. In order to clean up some misconceptions about which features will be free and which will be part of the add-on, weve created a small summary for you.
Playing Together
First things first: All players will still be able to play together, even if some of them own the DLC and others dont. Also, everybody will have access to a lot of the DLC content while they play with somebody who owns it. For example, the big Convoy Event can be played by all players on a server, as long as somebody who owns the DLC starts the event.
Docking
Ships can now dock to other objects and take them to wherever you desire - as long as the owners of said objects dont disagree. Clever captains are now able to [strike]steal[/strike] take containers to safety and they can even have stations open them to see if there is anything of value inside. You can move your own stations or those of your friends, and dock ships or asteroids to your craft and do hyperspace jumps with them.
Controlling Ships
You will now have the ability to interfere with illegal trade and even profit from it. If you catch somebody smuggling illegal goods, you can inspect their ship and maybe earn some bribe money.
Legendary Weapons
Starting with this update, bosses will begin to drop newer, better, awesomer, legendaryer turrets. We went a little crazy on some of those - and would like to apologize in advance.
Performance Improvements
Were aware that Avorion may require a lot of performance on some multiplayer servers. Of course, we want all of you to be able to play without lag. That is why we reworked the server backend engine. For you as players, this means: If there is a single laggy sector with a lot of action happening inside it, it will no longer slow down the entire server. As long as youre not inside the problematic sector, you can continue playing without being bothered. But please remember that Avorion is not an MMO, and just because you can increase the number of players in the server.ini, it doesnt necessarily mean that its a good idea.
Bugfixes
It is our goal to squash all bugs in the game so that you can have as much fun as possible. You as a community help us daily to improve Avorion by sending us a lot of bug reports, and weve been busy fixing those. We wont be listing them all here (were still fixing as Im typing this text), so youll find the list of fixes in the patch notes. By the way: bugs that we fixed because of a report from the community are marked with [UBR] (User Bug Report).
Many Small Features and Quality Of Life Improvements
We want Avorion to be fun for both new players as well as veterans. That is why we added tons of small new features and QoL stuff, such as improving the Strategy Mode to have better camera controls, asteroid fields have been visually improved and were allowing you to assign icons to ships. Those changes will also all be listed in the patch notes.
Your Wish is Our Command
Okay, but on a more serious note: We care a lot about your feedback and we try to add as many of your suggestions as possible to Avorion. Sadly, its sometimes not possible to include everything people wish for since some things simply contradict each other or are not compatible with our vision of the game. However, we are working on implementing some of the most requested features: - Torpedo launchers that shoot straight ahead - Improving the AI in several different contexts - Edge blocks for crew quarters - Ships share their scanner data - Better RTS mode controls - Scripting API requests (for modding) and more! You can suggest features and vote for them here: https://forum.avorion.net/index.php?/forum/8-suggestions-idea-voting/
Server Performance Statistics
Well continue supporting our server hosters, so in addition to regularly adding new features servers now log statistics about the their performance. Those include information like the number of players that are logged on at a time, storage used, CPU and much more. This way, hosters can see how their server is running and act accordingly.
Outlook: What happens after the DLC?
We saw from some reactions here that we gave a somewhat wrong impression with the DLC announcement. We will, of course, continue to make and publish free updates. The next big update after the DLC will be a free update again, and it will have a similar scope as the DLC. But well give you more info on that later down the line. For now, we want to concentrate on finishing the current update! By the way: Features that are highly relevant to fights or PvP (ie. things like Stealth) will never be published in a paid DLC but will always be available to everyone for free. That's all from us for now! We hope we could clean up some misconceptions around here. Now we'll get back to the update! See you soon!
We're releasing a small patch to bring you a few important bugfixes and quality of life changes that were already finished while we're working on the next big update.
Client
- Lights of wreckages can now flicker independently for each block & material type
Building Mode UI
- Silhouettes of real-world monuments can now be shown in building mode for an improved sense of scale
- Silhouettes can be modded
- Block template brush's blocks are no longer all red while selecting a new anchor block
- Improved controls for scaling blocks and shapes
General UI
- The amount of goods is now directly visible in the fleet tab
- Improved coloring of cargo overview in the fleet tab
- When commanding ships, sectors reachable via gate are now highlighted
- Claimed asteroids now show up on the map
- Added sorting of DPS/Slot
- Guidebook and its tutorials can no longer be abandoned
Server
- Added new game settings variables for maximum ships & stations of an alliance
- Added file clustering options to server.ini
- When enabled, packs small files into larger ones on shutdown of server
- Added a notification for when a player is assigned to be the new leader of a group
Scripting API
- All setValue() functions for objects now return the previously set value
- Player.craftFaction now returns the player faction if the player is not in a craft
Bugfixes
"As always, fixes marked with [UBR] are bugs that have been reported through our in-game bug reporting tool. Thanks to everyone who reported and keep it up!"
- [UBR] Fixed an issue where directing ships over the galaxy map wasn't working correctly for bought maps
- [UBR] Fixed a rare crash in building mode
- [UBR] Fixed several issues in missions
- [UBR] Fixed an issue where alliance ranks with empty names could be created
- [UBR] Fixed research satellites showing nil chatter after reload
- [UBR] Fixed an issue where upgrades would remain on ships after being removed from the game (ie. through enabling/disabling mods)
[previewyoutube=Gpa9P1CHeMM;full][/previewyoutube]
Hey everyone! Let's get the most important news out first. As announced in our Gamescom stream a few days ago: We are proud to announce our first DLC - the Black Markets! In addition to new content, we also added quite some improvements to the game that will be published in a free update at the same time as the DLC. Let's dive right in!
Docking
Did you know that in space, even a tiny little spacecraft can move something gigantic? Ships can now dock to something else and take it wherever you might want it to be - if the owners of said object have no objections. Move your own stations and those of your friends, dock ships and jump around or just grab the containers that you want to hack, but that are too well protected in their sectors. And the best thing? Docking will be available for everyone as part of a free update!
Shady Business at Stations
You [strike]stole[/strike] found a container that is protected by a good security system and can't hack it yet? Just take it to a Smugglers Market and they will open it for you - for a fee though. You should also check out the name-giving feature of this DLC: The new Black Markets. Discover the hidden identities of some inconspicuous looking stations and profit from what they have to offer!
Hacking
Have you ever wondered what might be hidden in those large container fields that can be found all over the galaxy? Now is your time to find out! Get ready to circumvent the security system of the containers and access the contents. You only need a hacking upgrade that is stronger than the containers security level and youre ready to go. But beware: the owners of the containers might not look too kindly on thieves.
New Events, Missions & Bosses
Experience a new storyline in over 30 new missions and events! Your actions are relevant for shaping the future of the galaxy. Make sure that you choose the right friends and make the right enemies, and most importantly: Never forget keeping an eye on your own best interests! There's also going to be a new server-wide late-game event with a convoy venturing towards the center of the galaxy - with its own missions and opportunities. You can decide for yourselves if you want to protect them from pirates or maybe do something more ... evil - provided you have enough firepower.
New Weapons
We dont want to spoil too much here, but we've got a few legendary turrets ready for you!
FAQ
Last but not least, we'll answer a few questions that have been coming up since our first announcement during the Gamescom stream: Q: Will DLC owners and non-DLC owners be able to play together? A: Yes! We don't want to split our community. Non-DLC owners will even be able to enjoy some of the DLC-only content while playing with DLC-owners. Q: Will docking be part of the free update? A: Yes! Q: Can we jump around with objects or ships docked? A: Yes! Q: Will docking be a combat feature? A: Docking will be a civil only feature. You'll be able to dock containers, asteroids, and the like, as well as your own or friend's ships. Docking other players (exception: alliances) will count as PvP. Q: Will we be able to automate docking? A: No. Due to a number of uncertain factors (AI, orientations, where to dock, which docks to use, etc), we decided against AI orders for docking. Everything else would result in finicky UI and would go beyond our scope. Q: What else is in the update? A: Together with the DLC content, we'll be releasing a free update for everyone which contains tons of performance improvements (servers especially!) that we spent a big portion of our time on, QoL improvements, and bugfixes. Q: When is it coming?! A: Fall 2020. Q: What's the DLC going to cost? A: We haven't decided on a final price yet, but it will be around 5 - 10 $/. If you have more questions, then you should definitely check out our reveal stream, where we're also talking about the DLC: https://www.twitch.tv/videos/725216666?t=00h59m22s
"While working on the next big update, we also added a few more quality-of-life features. We're releasing a small patch with a selection of those features that are already done." Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Client
- Lights of wreckages can now flicker independently for each block & material type
Building Mode UI
- Silhouettes of real-world monuments can now be shown in building mode for an improved sense of scale
- Silhouettes can be modded
- Block template brush's blocks are no longer all red while selecting a new anchor block
- Improved controls for scaling blocks and shapes
General UI
- The amount of goods of a ship is now directly visible in the fleet tab
- Improved coloring of cargo overview in the fleet tab
- When commanding ships, sectors reachable via gate are now highlighted
- Claimed asteroids now show up on the map
- Added sorting of DPS/Slot
- Guidebook for captains and its introductory missions can no longer be abandoned
Server
- Added new game settings variables for maximum ships & stations of an alliance
- Added file clustering options to server.ini
- When enabled, packs small files into larger ones on shutdown of server
- Added a notification for when a player is assigned to be the new leader of a group
Scripting API
- All setValue() functions for objects now return the previously set value
- Player.craftFaction now returns the player faction if the player is not in a craft
Bugfixes
"As always, fixes marked with [UBR] are bugs that have been reported through our in-game bug reporting tool. Thanks to everyone who reported and keep it up!"
- [UBR] Fixed an issue where directing ships over the galaxy map wasn't working correctly for bought maps
- [UBR] Fixed a rare crash in building mode
- [UBR] Fixed several issues in missions
- [UBR] Fixed an issue where alliance ranks with empty names could be created
- [UBR] Fixed research satellites showing nil chatter after reload
- [UBR] Fixed an issue where upgrades would remain on ships after being removed from the game (ie. through enabling/disabling mods)
We're moving this small patch to the stable branch now after it performed well for several weeks on the beta branch. We are also aware of some issues that might be happening in relation to the torpedoes introduction mission; we're working on those! Here's a quick summary of the latest patch notes:
1.1.4
Bugfixes
"As always, bug fixes with [UBR] are User Bug Reports. Thanks for helping improve Avorion and keep it up!"
- [UBR] Fixed some typos in new server.ini docs
- [UBR] Fixed a hang when beating the MAD science lab
- [UBR] Fixed a hang in torpedoes introduction mission
- [UBR] Fixed several issues with localization
- [UBR] Fixed an issue where the sector overview window was too big on small resolutions
- [UBR] Fixed an issue where file sectornamegenerator.lua wasn't moddable
- [UBR] Fixed an issue where reconstruction of ships sometimes didn't restore turret designs
- [UBR] Fixed a crash when transforming a normal block to a holo block
1.1.3
"A small patch fixing some urgent issue while we're working on the bigger things."
Server
- Fixed some cheat- & security issues
- Added a config option to server.ini to specify maximum receivable network message size
- Server now writes out a server.ini documentation file
Scripting API
- Added Player [Client]:onJumpRouteCalculationFinished() callback
Bugfixes
"As always, bug fixes with [UBR] are User Bug Reports. Thanks for helping improve Avorion and keep it up!"
- [UBR] Fixed several issues with translations
- [UBR] Fixed an issue with the tutorial getting stuck when played on Chinese or some other languages
- Fixed an issue where building mode buttons weren't correctly disabled during tutorial
- Improved profiling on Windows machines
- Fixed several issues in scripts
- [UBR] Fixed a server crash that happened in large sectors after too many sectors were explored
- Fixed an issue where some scripts were loaded more than necessary
- [UBR] Fixed several issues in torpedo introduction mission
- [UBR] Fixed an issue where mining lasers didn't recognize asteroids as mineable after they were split into two pieces
- [UBR] Fixed a rare crash when starting a singleplayer game
- [UBR] Fixed a rare crash when connecting to a multiplayer game
- [UBR] Trading Posts now no longer post resource shortage bulletins if they have enough in stock to fulfill request
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Bugfixes
"As always, bug fixes with [UBR] are User Bug Reports. Thanks for helping improve Avorion and keep it up!"
- [UBR] Fixed some typos in new server.ini docs
- [UBR] Fixed a hang when beating the MAD science lab
- [UBR] Fixed a hang in torpedoes introduction mission
- [UBR] Fixed several issues with localization
- [UBR] Fixed an issue where the sector overview window was too big on small resolutions
- [UBR] Fixed an issue where file sectornamegenerator.lua wasn't moddable
- [UBR] Fixed an issue where reconstruction of ships sometimes didn't restore turret designs
- [UBR] Fixed a crash when transforming a normal block to a holo block
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Please note: Some translations for some languages (Chinese, Spanish, Russian) are still missing and will be added over the week.
Scripting API
- Added Player [Client]:onJumpRouteCalculationFinished() callback
Bugfixes
"As always, bug fixes with [UBR] are User Bug Reports. Thanks for helping improve Avorion and keep it up!"
- [UBR] Fixed several issues with translations
- [UBR] Fixed an issue with the tutorial getting stuck when played on Chinese or some other languages
- Fixed an issue where building mode buttons weren't correctly disabled during tutorial
- Improved profiling on Windows machines
- Fixed several issues in scripts
- [UBR] Fixed a server crash that happened in large sectors after too many sectors were explored
- Fixed an issue where some scripts were loaded more than necessary
- [UBR] Fixed several issues in torpedo introduction mission
- [UBR] Fixed an issue where mining lasers didn't recognize asteroids as mineable after they were split into two pieces
- [UBR] Fixed a rare crash when starting a singleplayer game
- [UBR] Fixed a rare crash when connecting to a multiplayer game
- [UBR] Trading Posts now no longer post resource shortage bulletins if they have enough in stock to fulfill request
Hi everyone! Long time no update! Sadly, gaming studios like us didnt get spared from the corona crisis either and we had to realize that work gets done a lot slower at home office than at our official offices. But nevertheless, weve been steadily working on the game and weve got a new update ready for you!
In this update, we're mainly improving the tutorial and story. Additionally, we also have some performance updates for you, so lets dive right into it!
Updated Tutorial
The tutorial originally dates back to the year 2017, when we first released Avorion into Early Access on Steam. The game has been updated a lot since then and the tutorial was in dire need of an update to reflect the current state of the game better. So we completely revamped it to offer an updated introduction into the game. It explains more things like adding upgrades to your ship, building turrets, and that getting your ship blown up is also a part of the game. We also shortened some other parts, like looking around and steering the ship, which doesnt usually need lengthy explanations.
Story Improvements
The loose story of Avorion tends to have people lost at some point and searching for clues in forums and the Wiki. While we do think that a mainly-intended-as-a-sandbox games story should not hold hands too much, we dont think that requiring players to regularly look for clues outside of the game is the way to go. Weve added tons of inter-missions (get it, haha..? okay, sorry.) to aid you gathering the parts required to cross the barrier.
Galaxy Map
The galaxy map has received a major update as well! Ships are now listed on the right side and can be commanded more easily, without the hassle of sometimes clicking on sectors and sometimes on other ship portraits. Itll also help you see where ships/stations are stationed (last one, promise).
Localizations
We added Chinese (Simplified), Spanish and Russian as officially supported languages!
Performance Optimizations and Logging
We also improved performance on the client and servers (mainly for large servers) and we added some tools that will help us identify performance bottlenecks in the future. Particles are now less performance-hungry and weve fixed some crashes related to particle systems. So things are looking up if youve been experiencing poor performance! Just keep in mind that Avorion was never designed as an MMO (and never will be) and hosting servers for dozens of people at the same time is still a challenge (which we intend to overcome though!).
Other changes
There are tons of other changes in many areas, like bug fixes, UI improvements, better station founding (use a station design of the faction you bought the founder ship from), visual updates to loot and wreckages, and many more! To get a complete overview, check out the complete patch notes here: https://steamcommunity.com/games/445220/announcements/detail/2220784826242281370 https://steamcommunity.com/games/445220/announcements/detail/2372781945503609155
Hotfix Log
- [UBR] Fixed some issues where tooltips weren't visible on the map
- [UBR] Fixed an issue where pressing the loop button wouldn't work properly
- [UBR] Fixed an issue where stations weren't hidden correctly on galaxy map
- [UBR] Fixed an issue where after a fly-through-wormhole command looping wouldn't work correctly
- [UBR] Fixed an issue where a fly through wormhole command couldn't be undone while the command chain was already executing
- [UBR] Notifications are hidden while mouse is over the ships list
- [UBR] Fixed an issue left-click wouldn't deselect ships properly
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Galaxy Map
- Added new checkbox to toggle if stations are shown in ships bar
Client
- Updated Credits
Bugfixes
- [UBR] Fixed an issue where players couldn't log in properly
- [UBR] Fixed an issue where map wouldn't work correctly
- [UBR] Fixed an issue where adventurer wouldn't spawn correctly in multiplayer
- Fixed black bars of cutscenes not being displayed correctly
- [UBR] Fixed an issue where mails button wouldn't stop flashing
- Fixed several issues with new galaxy map ship overview
- [UBR] Fixed an issue with duplicated names when founding a mine as an alliance
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Added a frame draw selection to galaxy map
- Added some cutscenes to tutorial
- Engines now flicker when low on energy or on wreckages
Client
- Finalized Spanish localization
- Improved readability of text of tracked mission
Scripting API
- Added renderBorder function to UIRenderer
Bugfixes
- [UBR] Fixed issue where assigning too few power units in turret factory could result in turrets that never fired
- [UBR] Fixed trading instruction quest not advancing after relog
- [UBR] Fixed an issue where cargo wasn't correctly transferred when founding a station
- [UBR] Fixed an issue where fighters that cost negative credits could be built
- Fixed several issues in scripts
- Fixed several issues in new tutorial
- Fixed several crashes
- Fixed several issues in faction name generator
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Tutorial
"In this update we greatly improved the basic tutorial. It is now much more streamlined with less text to read and more to do. Wherever possible the new tutorial now features interactive sequences."
- Added new Tutorial parts that explain missions, fighting and ship destruction (and reconstruction)
- The Tutorial can now only be played in Singleplayer - set the checkbox to true while creating a new galaxy if you want to play it!
- Player now starts Tutorial with a ship fully equipped to play
- New missions that follow on from the tutorial to explain more advanced game mechanics
Story
"The Story in Avorion has always been rather a loose thread than a real story. With this update we introduce a more streamlined approach that helps players to find and complete all story missions."
- Greatly streamlined the story missions with more subsequent missions
- Added additional "guide" mission for story missions
- Added shortened version of credits that is played when the story is completed
Galaxy Map
"We completely reworked the UI for commanding ships over the galaxy map. Enjoy!"
- Reworked the UI for commanding ships over the galaxy map
- Ships are now listed on the right of the map
- Routes of ships through gates and wormholes now have different colors
- Fixed several issues when rendering routes and icons on Galaxy Map
Gameplay
- When founding a station, the style of the faction it was bought from can be used to create a plan for it
- Camera settings of different ships are now remembered
- Military ships of AI factions now respawn
- Alliance privileges are now checked when transferring content between ships
- Repair docks can now also restore ships for a player's alliance and vice versa
- Fixed persecutors not spawning correctly in sectors without players but with player ships
- Optional ingredients now double production speed of factories when used in a production
UI
- Improved UI of trading upgrade
- Squads in Hangar tab can now be moved around by Drag n Drop
- Added text boxes for exact values to several sliders
- Hire Crew UI now shows your current crew
- FPS limiter combobox is now disabled when vsync is on
- Display refresh rate can now be configured when using fullscreen
- Added combobox to select the display to graphics settings
- Common resolutions are now made available in windowed mode for convenience
- Added a confirmation message box when disbanding an alliance
- Added scrollbar to cargo tab
- Alliance emblems are now shown in diplomacy tab
- Added a bar to show how much cargo is on the ship
- Fighters tab in Equipment Dock is hidden when player is outside Trinium regions and his ship doesn't have a hangar
- Illegal, dangerous, stolen or suspicious trading goods now have a different color in the sales UI
- Added tooltips for optional ingredients in factory config UI and what they do
Client
"We added localization for Chinese (Simplified), Russian and Spanish. Additionally, we improved performance of several particle systems and fixed a few crashes related to those."
- Added first official support for Simplified Chinese, Russian and Spanish
- Some texts are still missing, but will be added over the next weeks
- Improved performance of thruster particle effects
- Improved performance of loot & wreckage particles
- Particles are now no longer spawned when they would be too far away
- Cargo loot changes size depending on amount of cargo
- Loot packets that float around now merge together over time to improve performance
- Improved visibility of rare turrets and upgrades floating around as loot
Server
"In order to make administrating a (community) server a little easier, we added logging about which resources are being exchanged between players."
- Added a "script-threads" command line argument
- Improved logging of servers
- Servers log when players enter the galaxy center for the first time
- Server now logs the items and resources (not text) sent within mails
- Server now logs when a ship from a disbanded alliance was claimed by a player
- Server now logs boarding of ships
- Server now logs alliance vault transactions, and other actions like joining, founding, disbanding, etc.
- Server now logs which items and resources are exchanged in a player trade
- Added option -t to /playerinfo command which prints last online time and total playtime of all players
- Added option -p to /playerinfo command to display resources and other info of players
- Added a /profile command that records a profiling benchmark for the next 30 seconds and then saves it to a file
- Use this if your server / game has bad performance or lags and you want to help us fix it. You can send us the file alongside an explanation as to what happened.
Profiling & Performance
"In order to fix some very annoying performance issues, we revamped our diagnostics system to a more centralized approach. You can help us greatly by using these easy-to-use tools and sending us the collected data!"
- Refactored profiling to find performance issues more reliably
- Client: Press F10 to save performance stats of the past ~30 seconds to a file
- Use this when you got consistent FPS problems
- Server: Type /status to save performance stats of the last ~30 seconds to a file
- Important: Set profiling=true in your server.ini for this to work
- Server: New /profile command that records a profiling benchmark for the next 30 seconds and then saves it to a file
- Use this if your server / game has bad performance or lags
Scripting API
- Added AllianceEmblem class
- Added a onSectorArrivalConfirmed callback when the client finished loading a sector
- When a player enters the center of the galaxy for the first time, a value visited_center is set
- Added a fullLogId property to players that prints a string fully identifying the player
- Added fullLogId to client Player, client Alliance, Faction, Player, Alliance
- Added a tagDescription property to TradingGood
- Added a color property to TradingGood
- Adjusted Y sizes of labels that are created with only a vec2 and not a Rect
- Added controlPressed, shiftPressed, altPressed, modifierKeyPressed to Input class
- Added lookAtSmooth function to GalaxyMap
Bugfixes
"Bugfixes marked with [UBR] are user bug reports. Thanks to everyone who reported! You can report bugs from within the game in the pause menu."
- Fixed several issues in scripts
- [UBR] Fixed an issue where turret designs could get lost when merging blocks
- Fixed an issue where the rotation arrows of the turret brush pointed in the wrong direction
- Credits can no longer be scrolled back infinitely
- [UBR] Fixed an issue where fighter orders weren't applied when leaving a sector without them and then returning
- Fixed several issues where turrets could be placed on blocks where they shouldn't be placed
- Fixed an issue where turrets could get duplicated
- [UBR] Fixed an issue where the ship name could protrude from its texture
- Fixed an issue where transform mode was disabled when clicking the block button or pressing its keyboard shortcut
- [UBR] Exodus mission corner sectors can now be found even if the mission is not active
- Fixed several issues with translations
- [UBR] Fixed an issue where flat corner blocks couldn't be placed back-to-back
- [UBR] Dangerous transformations to holo blocks are now prevented
- [UBR] Fixed an issue where width and height were swapped in craft stats
- Fixed an issue where the "You need X, Y, Z resources" message could contain negative values
- Fixed an issue with refreshing the servers list
- [UBR] Fixed an issue where collecting cargo could crash the game
- Fixed an issue where "loot collected" sound effect would sometimes be played when loot despawns
- [UBR] Block brush: Fixed an issue where the block size was messed up when rotating in voxel grid mode
- Fixed a crash when lots of particles could be seen on screen
- [UBR] Fixed an issue where no traders could spawn at first when founding a new station
- [UBR] Fixed an issue where trading overview upgrade could display wrong values for the first sector after first relog
- Also fixes the "sell price: error getting supply demand factor: 3" error message spam (which was not critical)
- Fixed an issue where AI factions would rebuild the wrong factories after they were destroyed
We are happy to share good news with you today! Our official Community Servers are now assigned, and you can already explore the galaxy together with other players! The verified servers are clearly marked with a blue checkmark and are accessible to everyone without a password. The servers are provided free of charge in cooperation with 4NetPlayers and are managed by selected administrators. We would like to take this opportunity to thank you for the numerous applications! Unfortunately, we could not assign a server to everyone, so some applications are still on the waiting list if a server becomes available again in the future. We will continue to work closely with both 4NetPlayers and the server administrators to ensure that you get the best performance from the servers. We would also like to inform you that our friends from Stray Fawn Studio are releasing their game Nimbatus - The Space Drone Constructor! Today at 18pm CEST it will leave Early Access! For the launch there is a discount of 25% for everyone until 21.05.2020 9am PST! Take a look, because for all who love space games, it's definitely worth it! https://store.steampowered.com/app/383840/Nimbatus__The_Space_Drone_Constructor/ Concerning an update, we would also like to inform you that we are working on it with determination. Unfortunately, we cant give you an exact date yet. We ask you for a little patience and understanding. In any case we will keep you always up to date!
This small update is the next step in bringing you our official servers. For more details please read our previous announcement. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Official Community Servers
- Official Community Servers are now marked in the server browser
- Added "Rent A Server" button to the multiplayer menu which opens the website of our official server hosting partner 4NetPlayers
Server
- Added configurable motd to server.ini that is displayed when a player logs in
- One admin can now join over the maximum player limit to enable better supervision
Bugfixes
"Bug reports marked with [UBR] are user bug reports. Keep it up guys! :)"
- [UBR] Fixed an issue that caused automatic miners and salvagers to get stuck
- [UBR] Fixed an issue where the tutorial wasn't playable in creative mode
We are happy to announce that official community servers are coming! Due to the current Covid-19 situation, we are all encouraged to stay at home and we want to help you through this time. We have already made all the necessary arrangements and are currently working on the final touches to get the servers live. After consulting with many server hosts, we have found out, that it works best if each community plays according to their own ideas. That's why we provide you with the servers for free and you can administrate and lead them the way you want! We only set some ground rules to ensure that everyone is treated fairly. You can decide how you run the servers, which community you want to build, how often the servers will be wiped and so on.
How is this going to work?
We have organized servers for you via 4NetPlayers, which we will provide to you for free. There will be several servers and it is important for us to work closely with you together, to get the best possible experience for you and to achieve improvements! The servers will be marked separately so that you can clearly see which ones are official and verified. If you are interested in administrating a server, send us a quick application with the following content to server@boxelware.de : - Your name - A link to your Steam profile (must be public) And please answer the following questions in your application: - Are you already hosting a server or do you have experience in game server administration? - How long have you been playing Avorion? - Do you already have a community? If so, how big is it? - How many administrators would manage the server? - Please tell us, which kind of server you would like to have. For example, PvP or PvE? - Why would you like to administrate a server, what is your motivation? Please note that you must be a member of our official Discord Server, so please let us know your Discord ID in the email. Here is the link to our Discord: https://discord.gg/ebwtqkQ
Short Q&A
Will there be a charge for the servers? - No, the servers are provided by us free of charge. We host them, you can use them. Where will the servers be located? - We will provide servers in the EU and the US. Will we be able to mod our servers? - For now they will be unmodded. Will it be PvP or PvE servers? - Both will be available, we have not yet determined the exact distribution. What are the rules? - In order to provide a good experience for a broad majority of players, there will be some ground rules set by us. Server admins are free to extend the rules, as long as they dont revoke ours. We are looking forward to hearing from you and we hope that we can assign the first servers soon! :)
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
We're releasing a small patch that should fix several issues that have come up over the past two weeks. In the meantime we're hard at work for the next free update, so stay tuned!
- Order chains are now started when the galaxy map is closed and Shift was still held
UI
- Added warning text about potentially losing turrets next to the apply button in ModifyWholeShipWindow
- Blueprints are now called "Blueprint" in tooltips
- Turret blueprints are now rendered with a blue background in shops
- Adaptive Vsync is always used first, when trying to enable vsync. If it fails, normal vsync is enabled.
- Fighter order buttons can now be toggled back off when clicked a second time
- Added a notification for when there are not enough slots to activate all turrets
- Newly received items are now always sorted up
- Added a "Tools" title to the tool buttons on the right side of the building mode
- Added "repair" and "repair target" orders to map commands
- Added warnings for mod version changes that will break compatibility
- "Transfer to Alliance" button is now invisible while not in an alliance
Client
- Reduced volume of background music vs action music
Server
- Several backend performance improvements for servers with many AI factions and players
- Added a chat message for when player enters 0:0 and the guardian was already beaten and has to respawn first in multiplayer
- Xsotan swarm event can now be limited to a configurable amount of sectors with players
Misc
- Added more debug logging to find more issues
- Client-sided mod version compatibility check with server only checks "major" & "minor" version numbers, to allow "patch" version to be used for backwards compatibility
Scripting API
- Added new Sector/Entity callbacks onScriptValueChanged, onAllScriptValuesChanged, onScriptAdded, onScriptRemoved
- Added new Player callbacks onScriptValueChanged, onAllScriptValuesChanged, onScriptAdded, onScriptRemoved
- Added new Galaxy callbacks onScriptValueChanged, onAllScriptValuesChanged, onScriptAdded, onScriptRemoved
- Renamed all "Multiplicator" occurrences to "Multiplier"
- Left in "Multiplicator", those are now deprecated and will be removed in future versions
Bugfixes
- Fixed an issue where crew quarters delta wasn't shown in building stats
- Fixed an issue where the turret factory ui wasn't correctly refreshed on show
- Fixed an issue where non-turret items could be added to the turrets window in building mode
- Fixed an issue where crew morale was not saved correctly
- Fixed several issues with german translation
- Fixed loop-order button not being shown when ship does not yet have some command running
- Fixed an issue where trading overview didn't list new turret factory supplier goods
- Fixed some issues where turret designs would get removed during modification of entire ship
- Fixed some issues where turret designs would get removed when merging blocks
- Fixed some issues with torpedo UI when auto-loading is enabled
- Fixed an issue where players of newly founded alliances wouldn't be immediately known as such as members of the alliance
- Fixed an issue where the AI wouldn't attack an alliance's ships
- Fixed several crashes in lua scripts
- Fixed a rare hang when collecting cargo
- Fixed an issue where map ship icons would be shown in the wrong place
- Fixed "Show in Workshop" button for mods not working
- Fixed too narrow list entries for mod paths
- Fixed some issues with respawning of asteroids
- Fixed default respawn not being triggered due to non-obviously mineable asteroids being present
- Fixed respawn not being triggered once all asteroids have been wiped from the sector
- Fixed an issue where camera shake would continue while paused
- Fixed an issue where disabled turrets would fire in out-of-sector simulations
- This fixes an issue where ships with repair turrets and armed turrets would hurt their target instead of repairing it
- Fixed an issue where the crew transport ship wouldn't bring enough crewmen
- Fixed an issue where trading posts could sell for less money than they buy for
- Trading post prices are now affected less by their stock
- Fixed an issue in building mode where transforming only the orientation didn't work
- Fixed an issue where "Transform all selected blocks" would reset the orientation of the transformed blocks
- Fixed an issue where turret designs on edge blocks were positioned incorrectly when the craft plan changed
- Fixed an issue where stations wouldn't have enough cargo space to be able to trade/produce
- Fixed an issue where hailing text would be displaced on MacOS
Release - whats next?
It has been three weeks since we were able to celebrate the release of Avorion 1.0! We are incredibly happy that everything went well, and that the post-release stress is starting to fall off our shoulders. Now we will focus on new ideas, innovations, and improvements! There are a lot of things in Avorion that we cant wait to get our hands-on. We want to thank everyone who sent us one of the many great suggestions that we received!
Boxelware, Corona, and Home Office
We're not getting spared from the Corona crisis either. Due to the current situation the entire team is now doing home office so that we and all our friends and families can stay safe. Of course, this also means that our workflow isn't as great as in our official offices and that some things will take longer than usual. But we hope that you will understand this and that you and your families are well!
Nomination for the DCP (German Computer Games Award)
Great news! Avorion has been nominated in two categories for the DCP 2020: Best Debut and Best Expert Game. It is an honor to be nominated and we are incredibly happy! So please keep your fingers crossed for us. Sadly, the news article is only available in German, but you can check it out here: https://www.gameswirtschaft.de/events/deutscher-computerspielpreis-2020-dcp-nominierungen/ FYI: The DCP was first held in 2009 and each year the best computer games made in Germany receive awards in a number of categories. 590.000 Euros total of prize money is distributed among the winners, which makes it the German video game award with the most prize money.
What's up next?
Right now, we are putting most of our time and energy into the next free update! There are some really good ideas that just didnt make it into version 1.0 and we're looking forward to adding them! Over the next few weeks we'll keep you posted with more news on the upcoming update!
Avorion 1.0 Now Available!
Here we are, 1.0! We're incredibly happy that we made it this far. The entire Boxelware Team wants to thank everyone who supported us. Our families, our colleagues, partners and most importantly: You! Thank you for buying Avorion and helping supporting us, you're awesome!
What's next?
Avorion is now at the level that I (Konstantin) imagined it years ago when I first had the idea for it. That's the reason why now, it's time to go from Early Access into 1.0. But that doesn't mean that we're done with it. Over the next weeks we'll be sorting out the inital launch chaos, and after that we'll start working on the first free update. It'll contain features that have been suggested by the community and that we really loved, but that just didn't make it into the 1.0 version. In the future we're planning on releasing free updates and a few DLCs (for bigger, content-heavier updates) for both new features and new content. So stay tuned! We're planning to support the game for at least two years. Much longer if things go well. Avorion is our baby and we love working on it! ;) If you have any troubles or even more new ideas for the game, dont hesitate to reach out to us or other members of the community. Check out our Discord Server or the official Avorion Forum. http://www.discord.gg/avorion https://www.avorion.net/forum And now have fun playing and may the Adventurer be with you!
Graphics
- Improved lighting
- Improved main menu
- Stations on loading screen are now closer to the camera
UI
- Added a tooltip telling players that extensive turret tooltips can only be set in main menu
- In Strategy Mode, pressing "Space" now centers the camera on the current selection
Misc
- Added more debug logging to find more issues
Bugfixes
- [UBR] Fixed an issue where description of "Enemy of my Enemy" mission wasn't shown
- Fixed several crashes in creative mode script
- [UBR] Fixed an issue where a player's ships' and stations' locations in the sector weren't used correctly when restoring them from backups
- [UBR] Fixed a crash on the client related to entities arriving from hyperspace
- [UBR] Fixed several issues with several missions
- [UBR] Fixed a bug where coaxial turrets were turned into automatic turrets while generating
- Fixed an issue where callbacks to scripts weren't sent correctly on sector change
- [UBR] Fixed a few issues with reclassing of alliance ships
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Escorting ships can now passively shoot nearby enemies as long as their protegee wasn't harmed yet
- Reduced overall bounciness of physics
- Fighters can now heal their mothership if ordered via fighter orders
- AI piloted ships can now heal themselves when they have repair fighters
Balancing
"We adjusted the pricing of turrets. Work in progress. There were some pretty harsh outliers, with salvaving, force or mining turrets selling for a price higher than most stations. Other turrets, like point defense cannons, almost cost nothing at all. You can still get crazy turrets for crazy prices, but it'll fit more to the kind of turret. Pricing is now more equally distributed and we removed some of the super harsh outliers, which we think is healthier for the game overall."
- Adjusted prices of turrets
- Pricing is now more equally distributed over all turret types
- Fixed several issues with massive outliers in turret pricing
- Fixed several outliers where turrets would cost / sell for nearly nothing at all
- Energy suppressor now suppresses pirate attacks as well as xsotan and head hunter attacks
- Reduced power of force fighters since they could be used for griefing a lot
- Reduced probability of "free slaves" mission on bulletin boards
- Increased damage of laser turrets
- Increased damage of lightning turrets
- Increased damage of tesla turrets
- Increased damage of Laser Point Defense turrets
UI
- Workforce bars in the Crew Tab are now correctly updated to show the influence of the current morale
- Added icon for "your cargo bay isn't configured to collect this"
- Added a hint to crew tab about automatic crew payments
- Disabled "Situational" turret targeting since it was mostly glitchy and unintuitive
- Improved german translation
- Classes of own ships are now shown on galaxy map and the fleet window
- Added a button to change a ship's class from the fleet window
- Improved the color "Orange" (yes really)
- Added warnings for when inventory is full
- The "Found Ship" button on the top right gets a highlight when a player tries to enter build mode while in the drone
- Added quick transfer of items between alliance and player by holding shift
- Improved the IME input (still not perfect, but we're on it!)
- Added new stations pictures to encyclopedia and updated some descriptions
- Improved visibility of name and emblem on ghost blocks in building mode
- Added loading screen tip that talks about the detailed turret tooltip option
- Lost fighters are now shown in sector tooltip on the galaxy map
- Updated icon for resource depot
- Added error messages for craft orders: heal, heal target, attack, attack enemy, guard, patrol
- Updated encyclopedia
Client
- Increased visual size of fighters when they're big fighters
- Added more debug logging to find more issues
- Improved performance of alliance emblems
- Added particle effect to crew loot to better recognize them
- Added one more bug for you to find
- The tutorial is now automatically terminated if the player loses his ship in building mode
Scripting API:
- Added clearValues() functions to all objects that can have values set
- Added a listFilesOfDirectory() function
- Added a deleteFile() function
- removeFolder(): only removes empty directories now
- Added callback "onSectorGenerated" similar to "onRestoredFromDisk" for sectors being generated for the first time
- Added a Galaxy:isFactionLoaded(...) function to check if a faction is currently in memory
- Added a UIRect class
- Added "slots" and "automatic" properties to fighters that always return 1 and false to simplify some code
- Added a stoneDamageMultiplier property for armed objects
Bugfixes
- [UBR] Fixed an issue where after boarding a ship, the ship would still count as pirate, head hunter, etc.
- [UBR] Fixed several issues with pirates, xsotan and head hunters spawning where they shouldn't
- [UBR] Fixed an issue where craft designs didn't restore their saved turret designs
- Yes, they were supposed to do that from the very beginning
- [UBR] Fixed several issues with german translation in missions
- [UBR] Fixed an issue where every dialog with an entity started the exodus mission if a exodus beacon was in the same sector
- [UBR] Fixed ingredients list not being restored correctly
- [UBR] Fixed an issue where asteroids and other objects would jitter around while mining them
- [UBR] Fixed an issue where scrapping license duration of alliances wasn't shown in scrapyard
- [UBR] Fixed an issue where player wasn't put in the correct location after a jump
- [UBR] Fixed an issue that led to only factories of size S being generated
- [UBR] Fixed an issue that led to unarmed AI ships flying off into nothingness
- [UBR] Fixed an issue where hull polarizer would remove too many HP
- [UBR] Fixed an issue where expanded combo boxes weren't clickable when they expanded outside the window they were in
- Fixed an issue that prevented reclassing of ships in some cases
- Fixed an issue where Headquarters couldn't get missions on their bulletin board
- Fixed an issue where explore sector couldn't be returned to stations except military outpost
- [UBR] Fixed an issue where compare window wasn't shown over other windows
- [UBR] Fixed an issue where several AI states didn't remember their last target over a game shutdown/reload
- [UBR] Fixed an issue with generated ships not being able to turn correctly
- [UBR] Fixed an issue where high-tier turrets could be placed on too low material blocks
- [UBR] Fixed an issue where notifications for new mails were sent on every login, even if there was none
- [UBR] Fixed several issues with several introductory missions
- [UBR] Fixed several issues with mirroring of emblem and ship name blocks
- [UBR] Fixed a few exploits where maxmimum inventory size could be exceeded
- [UBR] Fixed an issue where damage malus between client and server was desynced, leading to wrong repair costs
- Fixed an issue where no "you can't pick this up because..." notification was displayed for full inventory
- [UBR] Fixed an issue where morale jumped between good and bad if crews weren't paid on time
- [UBR] Fixed an issue where turret AI was sometimes picking targets incomprehensibly
- Fixed shipyard build ship stats still being shown after back was pressed
- [UBR] Fixed an issue where after selecting a new language, loading screen tips weren't changed to the new language
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- AI captains now enable flight assist
UI
- Rephrased several loading screen tips
- Added "Refine Ores" button to strategy mode
- Updated several icons
Misc
- Added more debug logging to find more issues
- Added a tutorial stage that highlights the turquoise stats in the Building Mode
Scripting API
- Entity: Renamed "setToFlyToLocation" to more fitting "singleFlyToLocationTick"
- Format: Added a "translated" method that returns the formatted, translated string
Bugfixes
- [UBR] Fixed an issue where display of hyperspace cooldown was wrong
- [UBR] Fixed an issue where speed of AI ships was too high
- [UBR] Fixed an issue where entering "0" was required to start a "sell" AI command
- [UBR] Fixed several issues with german localization
- [UBR] Fixed several issues with localization in mission descriptions
- [UBR] Fixed an issue where clicking through the action buttons in Strategy Mode was possible
- Fixed a client crash that could happen after a failed connection attempt
- [UBR] Fixed an issue where turrets were placed on the small sides of blocks instead of the big ones
- [UBR] Fixed an issue where entities weren't transferred correctly between sectors
- This might lead to some one-time ship duplication where this bug already happened in the background, no way around that, sorry!
- [UBR] Fixed several issues where ships could get duplicated
- [UBR] Fixed an issue where "refine ores" command couldn't be enqueued
Moving things to Stable
This time it's a short announcement. We're moving the current beta build to default because it's been performing extraordinarily well and we'd like to test it with more users to find remaining issues. In the meantime we're working on polishing up the game more, but for safety reasons those fixes will go live on beta once they're ready, before moving them on to stable. You should brace yourselves for lots of patches coming in over the next few days. We're trying to find some very pesky bugs where we need your assistance as well.
Most Important Features
The most important features coming with this patch are:
- New Ship Name Block
- New Alliance Emblem Block
- Alliance Emblems
- Blueprinting at the turret factory
- A "repair" AI order
- New introduction missions
- Lots and lots of UI improvements
- Lots and lots of QoL improvements
Patchnotes 0.33.3
The patchnotes for 0.33.3 aren't that spectacular, it's just some smaller, but important fixes. We'll keep releasing the super new bugfixes on the beta branch to not compromise the stable branch by some errors that might be introduced by a faster working pace.
Misc
"Just a quick patch to move things to the default branch since it's been performing really well on the beta branch!"
- Added debug logging to find the cause of more issues
Bugfixes
"As always, [UBR] are User Bug Reports! Thanks for reporting and keep it up!"
- [UBR] Fixed an issue with combat instructions mission where it could get stuck
- [UBR] Fixed an issue where turrets could get duplicated
- [UBR] Fixed an issue where selling and buying of goods wouldn't work
- [UBR] Fixed an issue with "investigate mission freighters" mission
Previous patchnotes
You can find the patchnotes for the previous beta branch updates here: https://steamcommunity.com/games/445220/announcements/detail/1702861991428118097 https://steamcommunity.com/games/445220/announcements/detail/1702861991442377955 https://steamcommunity.com/games/445220/announcements/detail/1702861991448953398
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Exodus artifact is dumped near the player
- Resource Depots can now refine faster when equipped with assembly blocks
- Implemented an AI command for repairing other ships
- Renamed "Defense Weapons" to "Internal Defense Weapons" for better clarity
- You can now drop stolen cargo to get controlling ships off your back
- Prevention of player-to-player damage no longer prevents player-to-player healing
- Increased time between spy report mails
- Full cargo notification when mining and salvaging is now disabled if there is another command in the orderchain
UI
- Added new icons for Missions Tab
- Improved design of Missions Tab
- Improved input in ComboBoxes when using IME
- Updated German Localization
- Added a separate window to explain how Singleplayer starts a Singleplayer Server Instance
- Improved layout of Crew Tab
- Added separate settings to pick up different kinds of cargo
- Added "your cargo bay is empty" line in CargoBay Tab if cargo bay is empty
- Added an icon to resource depot when it has a finished refinery job
Misc
- Added debug logging to find the cause of more issues
- Several minor performance improvements
Bugfixes
- [UBR] Fixed an issue where entries with 0 cargo were showing up in fleet overview
- [UBR] Fixed an issue where integrity field wasn't shown in Building Mode
- [UBR] Fixed several issues with aiming of coaxial weapons over long distances
- [UBR] Fixed several issues where camera was moving on mouse move while windows were visible
- [UBR] Fixed several issues where players could get stuck in tutorial
- [UBR] Fixed an issue where order chains would stop being executed
- [UBR] Fixed an issue where orientation of blocks wasn't taken into account while transforming
- [UBR] Fixed an issue where the overlap blocks check was wrong
- [UBR] Fixed an issue where ships would clump up after flying through a gate
- [UBR] Fixed several issues with untranslated mails in Hangar/Fighter tutorial mission
- [UBR] Fixed an issue where allies of the player during the end boss fight could attack each other
- [UBR] Fixed an issue where "investigate missing freighters" mission lead players into a rift
- [UBR] Fixed several issues with texts
- [UBR] Fixed an issue in turret factory where the value of the created turret would way higher than its ingredients and production cost
- [UBR] Fixed an issue in Strategy Mode where 2-step orders were finicky
- [UBR] Fixed several issues with pirate encounters
- [UBR] Fixed an issue where fighting introduction didn't finish after pirate was destroyed
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Repair AI now uses fighters
- Scrapyard license time now adds up to a max of 60 min
- Added a setting for smooth camera movement
- De-weirdified several ship styles
- Auto-Assignment of crews can now be configured per-ship
- Added hints about the brotherhood to wreckages near the barrier
- Several tutorials now start only later into the game and not immediately at the beginning
- Improved brake behavior of ships when a player obviously wants to slow down (and not drift)
- Example: Pressing no keys would brake faster than pressing backwards because the latter was interpreted as "drifting"
Balancing
- Increased strength of several new bosses
- Respawning of resource asteroids in asteroid fields happens faster now
- Research station now creates a wider spectrum of turrets
UI
- Improved visibility of search bar in galaxy map
- Improved legibility of damage numbers
- Renamed "Healing Fighter Squad" -> "Repair Fighter Squad"
- Fighter Order buttons that don't match the squad are now hidden
- Removed scientific notation in several places in the UI
- Added "Report a Bug" and "Latest News & Updates" link to pause menu
- Improved useability of commanding over the galaxy map
- Turrets can now be replaced in building mode when shift is held
- Reverted automatic mirrored selection
- Mirrored merging of blocks still works
- Added new icons for alliance emblem creator
- Added input support for IME
- Not completely done yet, but we'd like to start testing ASAP
- Increased pause between two hints to 90 seconds after clicking them away
- Turrets in current ship window are now highlighted on select or mouseover
- Improved sorting of equipped turrets overview in current ship window
- Improved several issues where tooltips weren't visible or blocking other UI elements
- Added a menu setting that enables more detailed tooltips
- Added DPS/Slot line when slots are not 1
- Added mission priority (ie. order in missions list) and icons to missions
- Improved several dialogs
- Added a "You have new mail" chat message
- Added price to upgrade tooltips
- Added advertisements to clarify the (very much intended) randomness of research stations
- Reduced frequency of station ads (looking at you, Repair Dock)
Graphics
- When drone is near a dock and the dock is pushing away objects, the lasers are rendered with minimum brightness to not confuse players
Scripting API
- Renamed ControlAction.MoveCamera1 -> ControlAction.FreeLook, ControlAction.MoveCamera2 -> ControlAction.MoveCamera
- Renamed key binding 'Move Camera 1' -> 'Free Look'
- Renamed key binding 'Move Camera 2' -> 'Move Camera'
- Moved toggle state variable from ControlUnit to ClientControlUnit
- Added a sleep() function
- Removed obsolete settings from server.ini
- Added layer parameter to several UIRenderer functions
Bugfixes
"More fixes and improvements! Fixes marked with [UBR] are fixes that were solved thanks to User Bug Reports! Keep reporting guys, even if it's been reported before!"
- [UBR] Fixed several issues in various lua scripts
- [UBR] Fixed an issue where the repair order line was missing in strategy mode
- Fixed a crash in sector database
- [UBR] Fixed a crash when using modded weapon sounds
- [UBR] Fixed an issue in craft generator leading to degenerated ships
- [UBR] Fixed an issue where children of the AI boss would attach each other
- [UBR] Fixed an issue where relations to always-hostile factions could change (even though it did nothing)
- Fixed an issue where station construction sites would take too long to finish
- [UBR] Fixed an issue where "transfer vessel" mission couldn't be started in creative mode
- [UBR] Fixed several instances where times wouldn't be translated correctly
- [UBR] Fixed a crash when deleting Ship Name blocks
- [UBR] Fixed several issues in the "free slaves" mission
- [UBR] Fixed an issue where attack fighters were not used when no salvage fighters (but a salvage blueprint) is available
- Fixed an issue with refreshing of members in alliance tab
- Fixed several hints being displayed in creative mode even though not appropriate
- [UBR] Fixed several issues where player would start new game with camera inside the station next to them
- [UBR] Fixed indicators of gates being off
- [UBR] Fixed overlap of sort & border combo boxes with inventory
- [UBR] Fixed an issue where some bulletins in fleet commands mission were missing
- [UBR] Fixed several issues where "New Mission" or "Mission Updated" texts were displayed too early
- [UBR] Fixed an issue related to command visualization lines being offset with Windows UI scaling enabled
- [UBR] Fixed an issue in gate payment system
- [UBR] Fixed some performance issues for servers
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"These will be the last major features that will make it into the new game. Along with some more quality of life improvements."
- Added a new block that displays the name of the ship it belongs to
- Added a new charred wreckage block
- Added an editor for creating an emblem for your alliance
- Added a new alliance emblem block
- Added more encounters with enemies
- Added possibility to transfer torpedoes between ships
- Added new introduction missions for combat and trade
- Updated "Battleship" achievements. They are now called "Flagship" achievements and are simplified
- Added "Transfer Squad" buttons to Transfer Crew/Goods/Fighters UI
- Gates now change their owner if the faction that own the sector they lead to changes
- Valuables detector upgrade now shows flight recorders in wreckages
- Added blueprinting functionality to turret factory
- Added the ability to switch crafts and interact from the Strategy Mode
- Added more radio chatter
- Replaced factions like "The pirates of ___" with "The buccaneers of ___" to avoid confusion with always-hostile pirate factions
- Added story and lore fragments and logs for players to find
- Added a "Repair" order
- Alliance ranks can now have icons assigned
UI
"Almost only quality of life stuff and maybe something to do with bug fixing."
- Removed obsolete ToggleHangars control setting
- Alliance's resources are shown while Alliance Diplomacy Tab is opened
- Drone is now shown as last entry in ship selection of "switch to ship in sector"
- Filter text box of the buy/sell map commands is no longer case sensitive
- Reworked several icons
- Added a hint that is shown when a player manages to crash the drone in a way that it turns unflyable
- Added a tracker to track your current mission
- Added several "nothing-to-see-here" texts that are displayed instead of the meaningless void that are empty lists
- Ie. Smuggler's market now shows 'You have no stolen goods' if player has no stolen goods
- Added a check box to Galaxy Map for toggling the "notes" icon
- Add HOME and END key functions to multi line text box
- Weapon groups now show their bound key in "Current Ship" tab and Turret Controls, not just a number
- Improved several texts and descriptions
- Added an extra dialog layer to "Give me all your cargo" that doesn't immediately worsen relations
- Price of turrets is now shown in their tooltips
- Changed the DPS value of tooltips to Omicron, we kinda just wanna see how you guys react
- If you like the above change, write "Banana" in the comments as feedback
- If you don't, write "Lemon" in the comments to confuse people
- Added separate sliders to building mode for non-uniform scaling
- Added input boxes for entering the scale
- Smugglers market's unbrand text field now doesn't allow higher numbers than the player has
- Building stats now show the amount of small, medium and large fighters that can be stored in hangar
- Added size to Modify Whole Ship window
- Ship stats overview now uses human readable number system for HP and Shields
- Selections are now mirrored
- Improved performance of several menus and HUD elements
- Galaxy Map: Craft portraits can only be selected with Left Mouse so you cannot accidently select a ship while setting a route
- Improved visibility of valuables detector upgrade arrows
- Squads of fighters can now be moved up & down in UI
- Added tracking of ingredients list of Turret Factory
Client
- Adjusted volume of Mining Lasers of Drone
- Adjusted volume of point defense chainguns and lasers
- Added toggle for 'No Turning' in Mouse Steering
- Added a new snapping mode that snaps all corners of a block into a global grid
- Added an option to mute sound when focus of the window is lost
Building Mode
- Improved clarity of color window tooltips
- Added color picker button to colors window
- Added combo box to colors window to switch between used colors first and normal order
Misc
- Added chat message when player enters a hazard zone
- Reworked several texts
Scripting API
- Renamed TorpedoLauncher:getTorpedoes() -> getNumTorpedoes()
- Added nextQuadraticRect() to Listers
- TurretTemplate can now be constructed from other TurretTemplate objects
- Added Tab.isActiveTab property
- Fixed an issue where sorting in InventorySelection wouldn't work when it wasn't filled with content from a Player's inventory
- Added access to tracked missions
- Added SystemUpgradeLoot class
- Added moddable weapon sound effects
Bugfixes
"Bug reports marked with [UBR] are user bug reports. I think there is a clear tendency visible in the list below, and we're not planning on stopping. Keep it up guys! :)"
- [UBR] Fixed an issue with gates leading to sectors without gates
- [UBR] Fixed an issue with wreckages getting duplicated
- [UBR] Fixed a bug when pressing Escape while moving a window
- [UBR] Fixed an issue where Railguns with 0 firerate could be created
- [UBR] Fixed an issue where players would be put into their drone on relog
- [UBR] Fixed several issues where english would be used instead of the chosen localization
- Fixed several issues where wrong factions were used while interacting with alliance ships
- [UBR] Fixed an issue where the Adventurer and Boss Swoks could spawn in the same sector
- [UBR] Fixed an issue where text field scrolling would scroll too far
- Fixed a client crash when jumping into a sector with a craft by a different alliance, i.e. not the alliance the player is in
- [UBR] Fixed several errand missions sending players over the barrier
- [UBR] Fixed an issue where selling to your own smuggler's market would not make you any money
- [UBR] Fixed an issue where the crew quarters delta wasn't displayed in building stats
- [UBR] Fixed an issue where shooting down persecutors and drones could create hazard zones
- [UBR] Fixed color loot still being around
- [UBR] Fixed valuables detector icon still being shown even after there are no more valuables in the sector
- [UBR] Fixed an issue where selecting ships and more in the Strategy Mode would not actually select them after exiting the mode
- [UBR] Fixed an issue where high-material turrets remained even after transforming its block material too low
- [UBR] Fixed an issue where the Strategy Mode action menu wasn't updated when selecting via the overview list
- [UBR] Fixed a very bad hang in server while saving/loading
- [UBR] Fixed an issue where too many crew problems were shown
- [UBR] Fixed an issue where rifts that are only one sector wide weren't shown on the map
- [UBR] Fixed an issue where time stamps in logs weren't working
- [UBR] Fixed an issue where ships would chase each other out of a sector indefinitely
- They still do chases, but no longer indefinitely
- [UBR] Fixed an issue where the artifact from the exodus mission could be dropped indefinitely
- [UBR] Fixed an issue where focus events of window weren't properly handled
- [UBR] Fixed an issue where "Target selected" sound was played a lot while drawing a rect-selection in Strategy Mode
- [UBR] Fixed an issue where travelling merchants didn't have enough cargo space
- [UBR] Fixed an issue where "Ship Problem" icons overlapped
- [UBR] Fixed an issue where ship icons would overlap with command icons on the Galaxy Map
- [UBR] Fixed an issue where both attack and salvage fighters were used for salvaging
- [UBR] Fixed an issue where ads for reconstruction tokens were shown on Hardcore and above
- [UBR] Fixed an issue where Hyperspace Engine efficiency hint was displayed when Hyperspace Engine was disabled
Known issues
"We still have tons of things to do, we know that and we're working hard on it! Please keep reporting bugs as you're already doing. You guys are awesome!"
Procedural Craft Generator
It's finally here! We reworked the procedural craft generator to create prettier ships, based on faction styles. Factions can be recognized by their ships and stations now, and each ship/station class has a distinct look. We won't bore you with the internals, just one thing: Yes, you can mod it. Now go explore!
Faction Economy
With this update we added economic factors to factions. Their supply of ships and stations is now finite, depending on faction size and military or economic focus. Players can now drive AI factions to their limits, and see and feel the impact of their actions. When you destroy a station, the faction will rebuild it after some time. If you manage to destroy all ships and stations of an AI faction before they can rebuild, you can even eradicate them completely. In addition to those features, you can now hire spies at smuggler outposts, that will send you information about a faction's economy (ie. amounts of ships, stations, etc) on a regular basis.
New Endgame Content
We feel that after killing the Wormhole Guardian there should be more to do with your time. With this update we introduce new Xsotan ships, a new server wide post-guardian event and three new bosses. In order to not spoil you too much we'd just say: Go and finish Avorion, and then see what happens.
More Features
That's far from all! We've got a few more cool features waiting for you:
Faction Packs
Ever wanted to play against the Star Wars Empire in Avorion? You now have the tools to do so. You can now create faction mod packs that give a faction a subset of ships from the Steam Workshop.
Creative Mode Improvements
We want players to be able to use Creative Mode in a way its name suggests, to try out features and game mechanics. So we added the possibility to quickly change the equipment of your craft. There's a new creative mode command center in the ship window where you get access to tons of utility features for creative!
Backups
Since Avorion saves (galaxies) are persistent they tend to become huge, and a normal savegame feature is not possible. We did our best to add a safeguard against losing all your progress (for example after a crash) without taking up tons and tons of hard drive space. The game now creates hourly backups that you can use to restore your current save. Keep in mind that restoring a backup is not the same thing as loading a save! Progress of NPC factions is completely reset during this process and the world is reset to zero (except for the progress of players).
Patchnotes
Of course there are tons and tons of other QoL features and bugfixes. To get the full list, check out the patchnotes of the previous beta patches: https://steamcommunity.com/games/445220/announcements/detail/3588743161435047711 https://steamcommunity.com/games/445220/announcements/detail/1702861358068600657 https://steamcommunity.com/games/445220/announcements/detail/1702861358076178338
Time for bug fixing!
Time flies! We could not be more excitedabout the upcoming release. Since there are only a few days left, we are giving 100% to solve the remaining issues. This is the part where we need your help! Please report all the bugs you can find in Avorion. It does not matter if you have already reported it some time ago. If it still bothers you, report it again. We will take care of it. We are thankful for every hint that you can send to us!
When you have found a bug
Ouch! To report a bug, please use the ingame tool. For more information you can find an extensive manual here: https://www.avorion.net/forum/index.php/topic,478.0.html If possible, we would really appreciateif you could tell us the following things: What happened? Please tell us as exactly as possible what happened when the bug/issue appeared. The most important field for us is "Steps to Reproduce". Please give us the most detailed description that you can. We understand that sometimes it feels like bugs are obvious. But they can be related to your machine, your drivers, your operating system and so many other things. If we had found the bug while testing, we would have fixed it for sure. Here is a great example for "Steps to Reproduce" as taken from a bug report: "For the Station dock crash: - Start a new game, preferably in creative mode - Have a shipyard generate a Station-Founding ship (any size will do) - Get in the ship - Find a suitable sector for a station - Found the station - Get back to that sector you founded your station at (because for some reason, if that's your only "ship" in the sector, it kicks you out into your drone and you go back to your home sector, or other vanilla destruction behaviors - Enter your station - Go to build mode inside your station - Place a dock anywhere - Game crashes." We know that this takes some time, but with these steps, we managed to fix the bug in minutes. We hope you understand! Thanks to everybody who is helping us, we are very thankful for having such an amazing community! Happy playing! Please report as much as you can. We are looking forward to release!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"Had a little breakthrough with the engine code over the weekend, enjoy!"
- Improved collision detection of beams and particles to be more comprehensible
Balancing
"We think that boarding a station takes lots of effort already, so from now on you won't have to pay the full price of a station on top of that to rebuild it."
- Reduced rebuilding cost of boarded stations to 50% of the previous price (down from 100%)
UI
"QoL features, yay! You can now easily favorite and trash items with F and T while hovering them. Also, you can now scrap all trash turrets in one go at a Scrapyard."
- Implemented fast-marking as trash or favorite with F and T
- Implemented a "dismantle trash" button to Scrapyard
- Adjusted description of retrograde marker
Client
"Polishing and debug output for upcoming bugfixes on the client. Nothing too special."
- Updated warnings for on-board GPUs
- Directory of galaxy saves can now be configured in client.ini
- Added some debugging output to help find more issues with new generator
- Destroyed entities are now immediately replaced by their wreckage counterpart to have less flickering
Scripting API
- Added "scrollPosition" properties to ComboBoxes and ListBoxes
- Implemented adding of additional languages via mods
Bugfixes
"Thanks to all our User Bug Reporters (UBR) for helping us improve the game! We're focusing 100% on this now, so keep it up!"
- [UBR] Fixed a wrong cargo shuttle launch error message in factory
- [UBR] Fixed several issues with clearing and scrolling of List and ComboBox UI elements
- Scripting API: Fixed an issue where callbacks of Wormhole entities weren't sent
- [UBR] Fixed font not being moddable
- [UBR] Fixed a few issues in fleet commands mission
- [UBR] Fixed non-steering players being able to execute hyperspace jumps
- [UBR] Fixed several issues where AI ships were having trouble hitting parts
- [UBR] Fixed an issue where pure-holo entities weren't getting deleted properly
- [UBR] Fixed an issue where auto-turrets would target holo blocks
- [UBR] Fixed an issue where tractor beams were sometimes invisible
- Fixed a few issues where headquarters and military stations would get cranes and containers randomly generated all over the place
- [UBR] Fixed an issue with hyperspace recharge hint being displayed for too long
- [UBR] Fixed flickering in Alliance Tab when a search text was entered and then new items are hovered with the mouse
- [UBR] Fixed an issue where hints would be displayed for UI elements that are invisible
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Ships can now be classified and renamed in "Current Ship" tab
- All colors are now always available, not just in creative
- Military Outposts now have fighter squadrons
- Holding the interact button inside the light line of a station dock now fires up tractor beams for the player
- Slightly reduced randomness of new ship generator
- Improved the ending of the "Transfer Vessel" mission
- Creative Mode Command Center now adds a captain on "Add Crew"
Balancing
- Cargo shuttles now transport cargo amounts depending on their own size (still always at least 1)
- Cargo shuttles are now more expensive the larger they get (not the other way round like all the other fighters)
- Reduced maximum speed of enemy AI ships on lower difficulties and in the outer regions of the galaxy
- Adjusted likelihood of several missions on stations
Graphics
- Tuned bloom and general brightness to be less obnoxious
Client
- Clicking into the colored frame of an entity now reliably selects it
- Added a "Browse" button to Singleplayer game window
Scripting API
- Added a isMapFaction() function to Galaxy
- Version can now be constructed from strings
- Added entriesPerPage property to ComboBox
- Added a getModsModifyingFile() function to ModManager to query all mods that modify a given file
- Added a "atype" function for gathering type or avorion type of an object (similar to type() function)
- When reading a dependency without an explicit version from a modinfo.lua, version is assumed as *.*, not 0.0
Bugfixes
- [UBR] Fixed an issue with head hunters where they could be hired by any nearby faction (including pirates)
- [UBR] Bottan's smuggler can no longer be abused for early Trinium gain
- [UBR] Fixed no economy overview appearing in trading upgrade of alliance ships
- [UBR] Fixed some issues where fleet tab wouldn't refresh
- Fixed an issue where "armed" fighters could be created without weapons
- [UBR] Fixed an issue in fighter tooltip where production effort always had a red down arrow
- [UBR] Fixed an issue where PDCs of enemy AI ships would shoot the player even if they are marked as "Friend"
- [UBR] Fixed an exploit where turrets of any material could be created at the turret factory
- [UBR] Fixed an issue where ships that were recovered after crashes would all be squished into each other
- Fixed several issues with effects of arriving ships
- [UBR] Fixed some performance issues on the galaxy map
- [UBR] Fixed some performance issues with the save size calculation in Singleplayer Window
- [UBR] Fixed several issues with the "Fleet Commands" mission
- [UBR] Fixed an issue where the Adventurer and Swoks could spawn in the same sector
- [UBR] Fixed an issue in the "Free Slaves" mission where pirates wouldn't attack
- [UBR] Fixed an issue where repair turrets with both shield and hull repair wouldn't actually repair both
- Fixed several crashes and other minor issues in many scripts
- Fixed a crash in new ship generator
- [UBR] Fixed an issue where ships and stations spawned with empty shields
- Added lots of debug logging to find the cause of some more issues
- Fixed an issue with infinite loops in order chains
- [UBR] Fixed an issuwe where camera shake didn't going away in build and strategy mode
- Fixed some issues with larger Xsotan attacks
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.
This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Important Note
"In this update, tons of stuff is coming together, so it might still be a little unstable. But that's what the beta branch is for anyways, right? Right? Please report all the bugs you can find."
Gameplay
- Added ancient gates to exodus end sectors
- Added camera shake in several situations when ...
- boosting
- getting hit by torpedoes
- a nearby ship jumps into hyperspace
- a nearby ship arrives from hyperspace
- Camera shake intensity can be configured in settings
- Added an animation for ships arriving from hyperspace
- Added a new block shape
Procedural Craft Generator
"We reworked the procedural craft generator to create prettier ships, based on faction styles. Factions can be recognized by their ships and stations now, and each ship/station class has a distinct look. We won't bore you with the internals, just one thing: Yes, you can mod it."
- Reworked the craft generator
- Added distinct styles for ships: Ship (default), Miner, Freighter, Carrier
- Added distinct styles for each station type
- New styles will only appear in newly discovered sectors
- Most aspects of the craft generator are now controllable via scripts
- Players without any saved designs get 5 procedural ship designs of varying size that they can use
Balancing
- Limited maximum hyperspace cooldown to 5 minutes
- Hyperspace cooldown is always at least 5 seconds (instead of 0) to avoid server issues
New Endgame Content
"We feel that after killing the Wormhole Guardian there should be more to do with your time. With this update we introduce new Xsotan ships, a new server wide post-guardian event and three new bosses."
- Added a massive, server wide, regular event in the center of the galaxy that happens after killing the Xsotan Wormhole Guardian
- Added new types of Xsotan
- Summoner: ??
- Quantum: ??
- Adjusted spawn timings of Xsotan Wormhole Guardian
- Added 3 new Endgame Bosses
- Boss Project IHDTX
- The Big Brother
- 5468 6520 4149
Faction Economy
"With this update we added economic factors to factions. Their supply is now finite, depending on faction size and military or economic focus. Players can now drive AI factions to their limits, and see and feel the impact of their actions."
- Factions now have a limited amount of military ships available in a given amount of time
- The amount depends on the faction's size and how aggressive or peaceful they are
- If lots of military ships are available they might send more when sending reinforcements
- Military ships are replenished over time
- Relations now worsen when taking over a sector from an AI faction
- A faction is now considered eradicated if it controls no more sectors and has no stations
- Eradicated factions are marked in the Diplomacy tab
- Factions now rebuild lost stations
- Construction sites are not built in hazard zones
- Each faction has a capacity for building construction sites, depending on the faction's size
- Capacity is replenished over time
- Smuggler Outposts now have spies that uncover data about neighboring factions
- Total stations, military ships and construction capacity are then visible in the Diplomacy tab
- This data is always visible for allied factions
Faction Packs
"Ever wanted to play against the Star Wars Empire in Avorion? You now have the tools to do so."
- Added new type of mod, "Faction Pack"
- Faction packs allow modders to create factions with coherent custom ship and station designs
- Supported ship types: Ship, Freighter, Carrier, Miner, Fighter
- Supported station types: All basic station types
- Size and material are adjusted automatically
- Added combobox to select the type when creating a new mod
Creative Mode Improvements
"We want players to be able to use Creative Mode in a way its name suggests, to try out features and game mechanics. So we added the possibility to quickly change the equipment of your craft."
- Added "Creative Mode Command Center" tab to Ship Window
- Players can add crew, guns, system upgrades, different fighter squads, torpedoes and goods to their current craft
- Relations to AI factions can be manipulated
- Amounts of turrets in building mode are now hidden as they are infinite anyways
Backups
"Since Avorion saves (galaxies) are persistent they tend to become huge, and a normal savegame feature is not possible. We did our best to add a safeguard against losing all your progress (for example after a crash) without taking up tons and tons of hard drive space."
- While playing, the game will now create hourly emergency backups
- You can restore emergency backups from the settings menu
- You should only restore backups in case of an emergency (ie. savegame corruption, by a crash or mods)
- In order to avoid exploits, backup creation can't be manually controlled by players
- (If you really want to mess up your galaxy and then revert it, copy its folder and then go nuts)
- IMPORTANT: Restoring from a backup is not the same thing as loading a save:
- Only player progress is saved during the backup
- When a backup is applied, the galaxy is almost completely reset and backed-up player progress is reapplied
- NPC factions are completely reset on restore of a backup
Client
- Added dimensions preview when placing block templates in building mode
- Improved visuals of hull polarization effects
- Hologram blocks now light up their surroundings
- Reduced overly bright AO lighting
- Added more crash diagnostics to client
Server
- Added a command line option to restore from a backup
Scripting API
- Documentation is now sorted alphabetically
- General documentation improvements
- Added getSectorView() function to Galaxy
- Added setMaterialTier() function to BlockPlan
- Added intersectBeamRay() functionality to intersect beams the way that a weapon would behave
- ShipAI: Added new function setPassiveTurning() to allow an entity to turn and shoot while staying in place
- Made Thrusters component available in scripts: Get / set turning speeds of entities
- Made Torpedo component available in scripts
- Made DirectFlightPhysics component available in scripts
- vec2, vec3 and vec4 can now be constructed with a single value: vec3(1) == vec3(1, 1, 1)
- Several improvements to passing/reading tables to/from engine
- utility.lua: Added multimin/max utility functions
Bugfixes
"As always, bug reports marked with [UBR] are User Bug Reports! Thanks to everyone who reported those, and keep it up, especially now that we're in the polishing phase!"
- [UBR] Fixed an issue where salvagers and miners stopped randomly
- [UBR] Fixed an issue with stacked windows in main menu after changing the language
- Scripting API: Fixed an issue where Server:getPlayers() didn't return anything
- [UBR] Fixed dimensions preview of block brush being numbers like 1.49999999 instead of 1.5
- [UBR] Fixed an issue where "Immune" text would be shown too often
- Fixed an issue where wreckages were duplicated
- [UBR] Fixed a bug when pressing Escape while moving a window
- Fixed missing caption of resource depot
- Fixed missing icon in cargo transport license merchant
- Several smaller stability improvements
- [UBR] Fixed a potential source for regular server hangs
- [UBR] Fixed a rare issue with Building Mode geometry not reloading correctly
"Thanks Tradinoko and all others for pointing out that we forgot to add the new damage types to torpedoes! We immediately set about correcting that oversight and here you go!"
Gameplay
- Added damage types and their application to torpedoes
Scripting API
- Torpedoes now have a damage type property
Bugfixes
"As always, bug reports marked with [UBR] are User Bug Reports! Thanks to everyone who reported those!"
- [UBR] Fixed an issue with missing names in Sector Overview
- [UBR] Fixed several issues with pirate encounters that lead to script crashes
- [UBR] Fixed only one pirate becoming aggressive in some pirate encounters
- [UBR] Fixed issue with one pirate encounter where chatter was shown on player ship
- [UBR] Fixed radio chatter being shown on ships that are currently flown by the player
- [UBR] Fixed an issue in Transfer Vessel mission
- [UBR] Fixed typo in German localization
Official 1.0 Release Date: March 9th 2020
It's official! We're happy to break the news that Avorion will be leaving Early Access on March 9th, 2020!
The Road to 1.0
Until March 9th, there are a few more things to do:
Polishing, Balancing, Bugfixing
Feature Freeze at Boxelware! This week we have started focusing on polishing things up. All the most important features are now in (at least in our dev-build) and we're polishing things up. Fixing bugs, adding more QoL features and balancing. We will dedicate 90% of our time until release on that to bring you a product that has 1.0 quality and not just Early Access quality.
Generator Update
We're currently finalizing the most important update of all: The generator update. We want to set it live as soon as we can to get tons of feedback and to see if everything works fine. In case you don't know what the update is about, check this out: https://steamcommunity.com/games/445220/announcements/detail/3455884364089992667
We wanted to release it this week, but sadly we won't make it. The generator itself is working perfectly fine, but there's some stuff around it that still needs some work (factions saving their own styles, shipyards, etc). We're hoping to bring it to you next week on the beta branch!
Endgame Content
We have several Endgame related features in the making that will be released soon (maybe at the same time as the generator rework). These include faction economy and faction eradication, as well as more more bosses and one major, galaxy-wide end-game event. But we don't want to spoil too much just yet, so stay tuned!
What happens after 1.0?
Probably the most important thing for the majority: We're far from done with Avorion! After 1.0 we're planning on releasing both free updates and a few larger DLC updates. We plan on developing new content updates for the game for at least one year, and supporting the game for at least one more year after that. Much longer if things go well. We love working on Avorion and we love the engaged community that formed around the game! We don't want to just let all that go away. As such, one of the first updates to come after 1.0 will be a free update where we're implementing tons of small "feature-creep" features that have been suggested by the community and that we really loved, but that just didn't make it into the 1.0 version.
Damage Types & Enemy Variations
We added a few new ways how hulls and shields react to different damage types. Some of these "changes" are things that were already in the game, but not explicitly highlighted. Weapons now officially deal different types of damage: Basic Physical and Energy, and then Antimatter, Electric, Plasma and Fragment damage, which are specializations of Physical and Energy damage.
- Physical and Energy are the 'vanilla' damage types
- Antimatter deals increased damage to hull
- Plasma deals increased damage to shields
- Fragment deals increased damage to Torpedoes and Fighters
- Lightning deals zero damage to Stone
Hyperspace Changes
To improve the flow of the exploration part of the game, we made some changes to the hyperspace jumping system. Waiting for your hyperspace engine to recharge while in an empty sector isn't really a lot of fun and slows players down unnecessarily. So, to speed up travelling through empty sectors, hyperspace recharge time is now increased by 200% while travelling through clear space (a sector with alliance/group/your own ships and nothing else counts as clear space). Next up, doing a hyperspace jump will only drain your hyperspace engine for the percentage distance you jumped, in relation to its reach, but always for at least 50%. This means that, with a 40 sector reach, jumping 30 sectors will drain 75% power (instead of 100%), but doing a jump for 10 sectors will still drain it for 50%. Your hyperspace engine still has to fully recharge in order to do your next jump. On the flip side, we didn't want to make it too easy to escape a fight, so we supplied enemy ships with hyperspace distorters. While you're being attacked by enemies (not just enemies present, they have to want you dead), they will distort your hyperspace engine, reducing its recharge rate to 25% (as well as its energy consumption, btw). Keep in mind that while exploring, most enemies will not attack you immediately on sight any more (see below). This basically makes it so that once you've committed to a fight, you can't weasel out as easily.
New Enemy Spawn Behavior
Don't you love it when you're exploring a yellow-blip sector and once the loading screen disappears there are 25 pirate ships fully loaded with torpedoes waiting for you? No? Then we have some good news for you! In order to make those encounters fairer and less frustrating, most enemy encounters in yellow-blip sectors no longer attack on sight, but only after you get too close or provoke them. They also no longer spawn all at the same time, but in a handful of waves, with each wave stronger than the one before it. Defeat all waves to have a special strong enemy spawn at the end with some shiny loot!
Special Offers
We spiced up Equipment Docks a little: They now have regularly changing special offers waiting for you. These special offers have an overall better rarity than the rest of the supply and are always -30% off. Speaking of Equipment Docks, all Equipment Docks now always have a supply of basic upgrades to get new captains started a little quicker:
- A Turret Slot Upgrade
- A Radar Upgrade
- An Energy Upgrade
- A Hyperspace Upgrade
More Patchnotes - 0.31.1
Gameplay
- Improved pirate dialogues
- Reduced time between entering a yellow-blip sector and being talked to by waiting pirates
- A selection of basic upgrades is now always available at Equipment Docks
- Boss Fidget is now only stunned by Electric damage (from before all weapons with Energy damage)
Hyperspace Rework
- Added coloring of Hyperspace Engine UI depending on which kind of buff or debuff is currently active
- Added icons telling players which (de)buffs are currently active
Hyperspace Rework Rework
"These changes are in relation to the Hyperspace Rework as it was active on the beta branch. Some of them won't be relevant for you if you didn't play on the beta branch. We listened to your feedback and adjusted some things."
- Hyperspace cooldown is no longer static
- Hyperspace cooldown over 3x as quickly when jumping into an empty sector
- While enemies are attacking, Hyperspace Engine is being distorted and can only recharge with 25% speed
- Hyperspace Engine must only recharge based on the jump distance relative to the max distance, but always for at least 50%
- Doing a jump of 15 sectors with a 20 sector range will only drain your engine for 75% instead of 100%
- Doing a jump of 2 sectors with a 20 sector range will still drain your engine for 50%
Balancing
"Several of these changes are in relation to the last beta patch and might not be relevant for you if you didn't play on the beta branch."
- Reduced amount of waves in enemy encounters for outer sectors
- Reduced ratios of high fire rate and high damage specialty bonuses
- Reduced bonus damage for plasma weapons against shields
Client
- Added an option to enable adaptive VSync, can be set while the game is running
- Added blinking to energy bars for when energy is low or energy usage is high
- Added tooltips for Hyperspace and Energy UI bars
- Added info about resistances and weaknesses of enemies to bottom-right HUD display
- Improved tooltips of enemy variation damage types
- Improved Singleplayer Window and added more information about saved galaxies
Bugfixes
- Fixed a very prominent server hang
- Fixed an issue where hyperspace cooldown could become very large
- Fixed several issues with wave encounters
- Fixed several issues in missions
- Fixed an issue where "Immune" would be shown too often
- Fixed a crash in shop UI
- Fixed an issue where some bulletin missions weren't working
- Fixed a crash if player loses torpedo launcher during torpedo tutorial
- Fixed a bug where electric weapons could damage stone
[previewyoutube=fNlBlZ_4FMo;full][/previewyoutube] A lot has happened since the release of Avorion into Early Access on January 23rd, 2017 - We've come a long way since then. This trailer highlights the most important changes since the Early Access release three years ago, while also showing off the classics of Avorion for all those people who don't know the game yet. Note: Depending on when you're watching it, the trailer may contain unreleased content, such as the ship generator rework. The list of improvements since the Early Access Release of 2017 is quite long by now: A revised (turret) building mode, massively improved procedural ship & station generation, new sound effects, torpedoes & PDCs, specialized enemies, improved faction territories, new blocks, new weapons, new upgrades, boarding, completely revised economy based on supply and demand, improved faction behavior & diplomacy, commanding ships over the map, more missions & events, UI improvements and much, much more!
Upcoming updates
As promised in last week's announcement, there are still some updates in the pipeline that will be released before the transition from Early Access to 1.0.
Faction Economy & Faction Eradication
AI Factions will soon have limited resources available (instead of unlimited resources), based on their territory size on the map and their economical strength. But don't be fooled: The amount of resources they have available will still be a lot. This has a few implications: 1. They will have to rebuild their military ships over time and if you're quick enough you can make them run out 2. They will be able to rebuild stations 3. You will be able to completely eradicate factions from the map
Craft Generator Rework
As you may have noticed by now, we're in the middle of a rework of the procedural ship & station generator of Avorion. Ships are generated based on so-called "Faction Styles". Our goal is that players can recognize a faction by their ships. That means that all ships of a faction have similar visual properties. That includes the color and structure of the ship, and also visual features like spikes. In addition, a faction can have multiple types of ships, which among themselves are very similar to each other, but not completely alike. Compared to the old ship generator (not shown here), the new generator can create much prettier ships that are very distinguishable from each other. The new generator will also be moddable. While the new generator is mostly finished and ready to use (as seen in above trailer), it's still a little rough around the edges and doesn't support as much variation as we'd like it to. But we're confident that, if everything goes well, a first implementation may be available for testing on the beta branch towards the end of January, start of February.
Endgame Content
There are some more things coming before release: We want to add more End-Game content after you beat the final boss. That includes new really hard bosses and a few large-scale events. But we don't want to give away too much here, yet.
Final Polishing Phase
Starting in February, we're going to go into a polishing phase where we will focus a lot less on new features and content, but instead on fixing as many issues and bugs as we can. We're also revisiting some older code to improve performance. Alright, that's it for now, stay tuned for the next updates!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Damage Type Rework
We reworked how shields and hulls react to fire from enemies. They now have special strengths and weaknesses, which make the use of different weapons more important.
- Added new damage types
- Physical
- Energy
- AntiMatter
- Electric
- Plasma
- Fragments
- Turrets now deal damage according to their damage type
- Added new upgrades
- Shield Ionizer make your shield impenetrable for one damage type
- Hull Polarizer make your ship more durable but you also get more damage from one damage type
- * Weapon buffs are less random now and more related to the weapon type
- Reduced the amount of possible specializations for turrets
- Added new hull effect to show the type of Hull Polarizer
- Added new colors to shields to show the type of Shield Ionizer
- Damage numbers now use the color of the damage type they inflict
Enemy Variations & Specializations
Not only the players benefit from the new improved shields and hulls, but also the enemies get a fair share of improvements.
- Added new badass variations for enemies
- Badasses do more damage and have more HP
- There are three types of badasses
- Enemies may also use Shield Ionizers or Hull Polarizers
Hyperspace Rework
To improve the speed in which the galaxy may be discovered, we decreased the time spent in sectors while recharging the hyperspace engine.
- Reduced the time needed to recharge hyperspace engine
- Recharge time of hyperspace engine now depends on the sector
- In an empty sector, the recharge time is 10s
- In an not empty sector, the recharge time is 30s
- If attacked by enemies, the recharge time is at least 30s but not longer than 120s
- Reduced cooldown reduction for upgrades
- Hyperspace upgrade now has a maximum cooldown reduction of 35%
- XSTN-K V artifact (The Four) has no cooldown reduction anymore
- XSTN-K VIII artifact (Bottan) now has a cooldown reduction of 50%
Special Offers
Hey you, wanna see my new special offers?
- Every shop has special offers available now
- Special offers are 30% cheaper
- Special offers change over time and only have limited amount available
New Enemy Spawning Mechanic
We added a new spawning mechanic for enemies. They have different scenarios why they are in a sector and warn the player before attacking.
- Added new mechanic to spawn enemies
- Added different scenarios for enemy encounters
- Enemies want you to leave before they attack
- Enemies call reinforcements to fight you
Scripting API
- Added new spawnutility.lua to add variations and specializations to enemies
- Added a max durability factor for shields
- Added a factor to scale up a ship's durability
- Added DurabilityComponent
- Changed turretgenerator.lua and weapongenerator.lua to use new damage types
- Changed handling of weapon specialties in turretgenerator.lua and weapongenerator.lua
- Adjusted railgun mod example to new turretgenerator.lua
- Added get-set property shield resistance
- Old damage type is now split to damage type and damage source
- Added new waveutility.lua to make wave encounters
New Missions and Bosses
In order to fill the galaxy with more life, we are introducing new bosses and missions. Some of the missions are available at bulletin boards, while others will appear naturally. The bosses need to be found and use unique strategies and techniques to protect themselves. We don't want to spoil too much so go and find them yourself!
SFX Changes
We improved our sound engine to use effects and filters to create a more immersive sound experience. The further you are away from the action the more diffuse the sound will be.
Sounds
We reworked many aspects of the game's sound. Some of the old sounds were a bit blunt and too direct. In this update we replaced those and also added lots of previously missing sounds in order to create a coherent atmosphere and to add more life to the game. Among those are impact sounds that not only depend on the hit surface but also the damage type, different destruction sounds for explosions, blocks breaking and rocks being smashed, distinct laser sounds for the various weapons, a laser impact sizzle and many more. Collision and impact sounds are now attenuated when happening in quick succession to prevent unnatural stacking of sounds. Furthermore we added sound effects for entering and leaving hyperspace and ambient noise for stations, factories, mines, gates and wormholes.
Bugfixes
- [UBR] Fixed a crash when trying to delete a galaxy with wrong permissions
- [UBR] Fixed an issue where resource shortages could not be delivered when playing in creative mode
- [UBR] Armed/unarmed turret slots stats text is now more compact, especially in german
- Fixed several crashes in scripts
Other Changes
You can check out the full patch notes here: https://steamcommunity.com/games/445220/announcements/detail/3999690924758323795 https://steamcommunity.com/games/445220/announcements/detail/1696102156445506842
[previewyoutube=CLdmGxLWWfI;full][/previewyoutube] This video shows the reworked procedural ship generator of Avorion.
New Ship Generator Teaser Trailer
Ships are generated based on so-called "Faction Styles". Our goal is that players can recognize a faction by their ships. That means that all ships of a faction have similar visual properties. That includes the color and structure of the ship, and also visual features like spikes. In addition, a faction can have multiple types of ships, which among themselves are very similar to each other, but not completely alike. Compared to the old ship generator (not shown here), the new generator can create much prettier ships that are very distinguishable from each other. The new generator will also be moddable.
Leaving Early Access in Q1 2020
More news: We now settled on a time frame when we're planning to leave Early Access - Q1 2020! While it's really hard to pick an arbitrary point where we you can declare a sandbox game as "finished", Avorion is nearing its feature completion in one way in particular: As the vision I had of it when I first imagined it. But don't worry! If you're thinking that now that's it with Avorion, that we're done, then you couldn't be more wrong! We love working on Avorion and we love the community that formed around the game. We're going to actively support the game with free updates and some DLCs for at least 2 years after release. Depending on how well it goes for us financially, it might be longer.
The road to 1.0
So that's that for now! Until the 1.0 release we have a couple more updates planned. We'll give you more info on that in another news post next week. And then after that there's going to be a period of relentless bugfixing, polishing and balancing, to get rid of all the obnoxious issues that are okay for an Early Access game, but not a 1.0 version.
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Bugfixes
- Fixed radio silence of stations and ships in the galaxy
- Scripting API: Fixed isAttackingSomething property being inverted
- Fixed a crash when collecting loot
- [UBR] Added missing wormhole sound
- Fixed an issue where match shape in build mode didn't work correctly
Gameplay
- Trading Post can now be configured to not buy goods
Balancing
- Profit from consumed goods at stations is now 10% (up from 5%)
Memory Usage
- Reduced base memory usage of logged-in players
- Reduced base memory usage of server & client
Bugfixes
- Fixed a crash in gates
- Fixed a crash on server startup
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
New Missions and Bosses
"In order to fill the galaxy with more life, we are introducing new bosses and missions. Some of the missions are available at bulletin boards, while others will appear naturally. The bosses need to be found and use unique strategies and techniques to protect themselves. We don't want to spoil too much so go and find them yourself!"
- Added two new missions to introduce the player to boarding and station founding
- Added three new missions to bulletin boards
- Missions at bulletin boards now depend on the station's type
- Added two new bosses that need special tactics to beat
SFX Changes
"We improved our sound engine to use effects and filters to create a more immersive sound experience."
- Implemented reverb effect and lowpass filter that increases with distance
- Sounds now use the inverse distance model instead of linear for a more natural falloff
Sounds
"We reworked many aspects of the game's sound. Some of the old sounds were a bit blunt and too direct. In this update we replaced those and also added lots of previously missing sounds in order to create a coherent atmosphere and to add more life to the game."
- Added impact sounds that not only depend on the surface (metal, stone, shield) but also on the damage type (physical, energy)
- Added new sounds for different types of destruction, like explosions, blocks breaking, rock being smashed
- Added distinct sounds for the different laser weapons like mining, salvaging, repair, point defense, etc.
- Implemented laser impact sizzle sound
- Added tractor beam sound effect
- Added new sounds for cannons, chainguns, anti-fighter guns and railguns
- Added dedicated sounds for metal-metal, metal-stone and stone-stone collisions
- Added new shot impact sounds depending on the surface and weapon type
- Collision and impact sounds are now attenuated when happening in quick succession to prevent unnatural stacking of sounds
- Added ambient sounds to stations, factories, mines, gates and wormholes
- Added various new UI sounds
- Added sound effects for entering and exiting hyperspace
- Sounds are now paused when the game is paused
- Volumes, effects and filter settings can be tuned via a 'data/sfx/volumes.ini' file
Balancing
- Improved the shooting time and relative reload time of energy cooled weapons
Scripting API
- Added new script 'missionbulletins.lua' which distributes bulletins to specific stations
- Added new class Shield to access a shield component
- Shields can now be made invincible
- Added passive patrol script where entities only fight after being attacked
- Added SoundSource class that supports playing, stopping and looping sounds
- Added EntityArrivalType to create[Entity/Object/Ship] functions
Bugfixes
"As always, bug fixes marked with [UBR] stem from bug reports we got from users. Thank you so much for helping and keep it up! :)"
- Fixed an issue with "Fleet Commands" mission
- [UBR] Fixed an issue where declarations of war without sender could happen
- [UBR] Fixed some issues with attacking behavior of AI
- Added missing translation for teleport command
Economy: Supply And Demand
We improved the economy so that factories create a perceptible supply and demand. This supply and demand is regional and will directly influence the prices of goods. High demand -> high prices and vice versa. Most importantly: You can influence this by founding or destroying factories, so go nuts! Very high demand lets prices rise up to 130% of their base price, while high supply can make them go as low as 70%. Combined with other factors such as reputation or current factory stock, prices can range between ~50% and ~150%, giving you a potential 100% revenue.
IMPORTANT: Existing Saves
IMPORTANT: This affects existing saves! The galaxy generation algorithms have changed and sectors visited BEFORE the update still have the factories of the old algorithms. This means that the supply/demand prediction will mismatch around those sectors. You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself. Although, if you've been thinking about starting a new playthrough anyways, now would be a good time.
Trading System Upgrade
With 'Exotic' and 'Legendary' type Trading System Upgrades you can now view above supply and demand fields on the galaxy map for every single trading good. This is a massive help when finding your own trading routes, since you can now see where to go to buy cheap and sell high!
Technical Background
In order to make the above changes happen, we had to do some major restructuring of the procedural generation algorithms. We are now able to reliably predict most of the content of a sector, without having to generate it (thus saving a lot of performance). This is probably mostly important for modders, but it's going to help us a lot with development in the future. Yay!
Faction Territory Maps
A feature that we have wanted for a long time and that basically came for free with the above changes are buyable faction territory maps. You can now buy different maps of a faction's territory, making it easier to find the perfect gate route or trade route.
Consumer Station Changes
Consumer stations such as habitats, casinos and biotopes (also: mines, shipyards, repair docks, etc) now behave a little differently. Previously, they just bought goods and used them up to create an end point for goods in the economy tree. Since all they do is buy and essentially destroy goods, players would not get any advantage by founding those stations themselves. In order to remedy this, we allowed those stations to "buy" goods for free, so that players can just pick up those goods every once in a while. This led to a few economical issues and made those consumer stations massively overpowered (imagine getting regular free deliveries of 50 body armors or mining robots). We changed the behavior in this update. Players now have to pay for the goods bought by consumer stations (if they're configured to buy goods). But when the population of the station uses up the good, they buy them from players first, for a 5% increased price than what the player paid for them. This nets the player a long-term 5% profit from all goods bought by their consumer stations.
Difficulty Changes
We're changing the difficulty settings. We got a lot of feedback telling us that the game is too easy, and we saw that the current 'Insane' difficulty is actually more of an 'Expert' mode. At the same time we had a few difficulties that seemed arbitrary. The 'Insane' difficulty that you've known until now is now 'Expert'. 'Veteran' got quite a bit harder, and 'Normal' and below difficulties remain almost unchanged. We've added a 'Hardcore' Mode and 'Insane' is now 'Hardcore' with additionally ramped up damage. Some of these changes aren't final yet, but so far they performed well on the beta branch, so we're setting them live for everyone now and will be listening closely for your feedback. We're planning a few more improvements to difficulties, such as bigger, badder and more specialized enemies. Sadly those changes didn't fit into this update, but you can expect them in one of the next updates!
Bugfixes
- [UBR] Fixed an issue with Trading Posts where prices would fluctuate between it and Trading System Upgrade
- [UBR] Player stations' prices are no longer influenced by relations to other buying/selling factions
- [UBR] Fixed warning message about missing Reconstruction Tokens when on Hardcore or higher difficulty
Other Changes
There are several other changes that are being introduced with this update, like an improved factory configuration UI, stackable upgrades, less random loot drops and more. You can check out the full patch notes here: https://steamcommunity.com/games/445220/announcements/detail/1618410615047152560 https://steamcommunity.com/games/445220/announcements/detail/1618410615065638352 https://steamcommunity.com/games/445220/announcements/detail/1699475956774070125 https://steamcommunity.com/games/445220/announcements/detail/1699475956795465518 https://steamcommunity.com/games/445220/announcements/detail/1710735679732186793
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Increased amount of goods used up per tick in consumer stations
- Using up of goods now happens every 2 minutes and is no longer dependent on RNG
- Player owned Consumers by default now don't buy, until they're told to
UI
- Added a button to Consumer where buying can be toggled on/off
Bugfixes
- Fixed an issue in turret factory supplier related to using up of goods
- Fixed trading manager UI not getting updated correctly on buy/sell
Avorion for Labor of Love Award
The Steam Autumn Sale is coming to an end and with that the chance to nominate Avorion for an award. It would be a tremendous honor if you could head over to the Steam Awards and nominate Avorion for Labor of Love! Thank you very much and keep having fun with Avorion!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"We reworked the behavior of consumer stations. Consumer stations include Habitats, Casinos, Biotopes, Military Outposts, Shipyards, Equipment Docks, and some more. Those stations buy goods and use them up, making them an important economic final sink for trading goods. Those stations use up (read: destroy) goods continuously, so at first we thought it would be unfair to have players pay for the goods delivered to those stations. But this led to valuable goods being delivered to player stations for free, giving players a lot of free money as they can just pick them up from their stations. We've now come up with a different system where those stations no longer get goods for free and still use them up, but without giving players a disadvantage."
- Consumer Stations (ie. Habitats, Casinos, Repair Docks, Research Stations, etc.) must now buy goods instead of getting them for free
- The population on consumer stations buys the goods from the player before using them up
- The population pays 105% of the buy price, netting the player a 5% profit
- Removed transaction tax from player owned Trading Post
- Player Trading Post buys and sells goods regularly, instead of getting/selling them for free and giving players a transaction tax
Linux Dedicated Server
"We did a necessary compiler update on linux - this is mostly relevant to linux server hosters that use older systems like Ubuntu 14.04 and the like. This may lead to errors with missing libraries, please see the instructions on how to fix the problem on your system if you can't run an upgrade."
- Changed compiler from gcc 4.8 to gcc 5
- This may lead to issues with missing libraries older linux systems. Please refer to this manual on how to fix it:
- https://wiki.avorion.net/Setting_up_a_server#Ubuntu_14.04
UI
- Added a display for how many inventory slots are occupied
Bugfixes
- [UBR] Fixed a crash in multi-line text boxes when moving cursor to the left
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Scripting API
- Added 'wasRepaired' flag to onBlocksAdded callback, in front of the variable argument list 'blockIndices'
Bugfixes
- [UBR] Fixed an issue where transform, match block and shape shortcut keys could get stuck
- [UBR] Fixed an issue where block-by-block repairs were terminated after the first block
- Fixed a server hang related to multithreading
- Fixed an issue in trading overview
- Fixed an issue with spawning of head hunters while not in a ship
- Fixed an issue with stolen cargo warning while not in a ship
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Building UI
"We added several QoL improvements to the new building UI that were brought to us through user feedback. We also want to make the new UI a little more self-explanatory."
- Quick Selection in building mode is now saved for each galaxy
- The last state of the quick selection is now saved on the server side
- Holding space now shows the saved designs window if the template brush is active
- Blocks, Turrets, Colors and Saved Designs windows are now centered when activated by their respective hotkey
- Added "Space" hotkey tooltip to the appropriate button in building mode
- Color, Block, Turret or Design windows are now hidden again when another of them is shown via hotkey
- Items can now be removed from the quick selection in building mode by dragging them out
- Added keyboard shortcuts for toggling mirror planes
- Transform/match block/shape checkboxes are no longer unchecked by keyboard hotkey
- Added default blocks for craft and turret building to quick selection bar
- Grid size and scale step can now be changed by scrolling while hovering the respective button
- Added numbers to quick bar in building mode
UI
- Added translatable strings for "" where needed and added translation
- Sliders can now be moved by scrolling
Bugfixes
- Fixed several server hangs
- Fixed several server crashes related to multithreading
- Fixed a crash when reading/writing global script values
- [UBR] Transform Block mode is now disabled when changing back to blocks from another tool
- [UBR] Fixed an issue where too many undo steps were necessary when coloring blocks
- [UBR] Transforming blocks now leaves the color untouched if no color is selected
- [UBR] Fixed Turret Factory Supplier's goods being all "nil" on reload
- [UBR] Fixed Exotic+ Avorion turrets dropping in starter regions
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Existing Saves
"IMPORTANT: This concerns existing saves! The galaxy generation algorithms have changed and sectors visited BEFORE the update still have the factories of the old algorithms. This means that the supply/demand prediction will mismatch around those sectors. You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself. But, if you've been thinking about starting a new playthrough anyways, now would be a good time."
Technical Background
"In order to make these changes happen, we had to do some major restructuring of the procedural generation algorithms. We are now able to reliably predict most of the content of a sector, without having to generate it (thus saving a lot of performance). This is probably mostly important for modders, but it's going to help us a lot with development in the future. Yay!"
- Implemented reliable prediction of what will be generated in a specific sector
- Implemented reliable prediction of which productions (and thus factories) there will be in a specific sector
Economy
"We revamped the economy so that factories create a perceptible supply and demand. This supply and demand is regional and will directly influence the prices of goods. High demand -> low prices and vice versa. Most importantly: You can influence this by founding or destroying factories!"
- Factories create a supply and demand area of 25 sectors around them for the goods they require and produce
- Consumers create a (less strong) demand area for the goods they buy
- Sellers create a (less strong) supply area for the goods they sell
- Supply and demand influences the prices of goods
- When supply is high, prices drop
- When demand is high, prices rise
- Impact of a factory on supply/demand doesn't influence their own prices
- Added querying of supply and demand to Trading System Upgrade (details: see below)
- Supply and demand rates influence the prices of all stations in a sector
- Founding (or destroying, hehe) a factory or mine will impact supply and demand (and thus prices) of nearby sectors
- Added tags to goods: Basic, Industrial, Technology, Military, Consumer
- Added specialized regions where mostly Industrial, Technology, Military, Consumer goods are produced
- Added specialized sectors that produce only a single good to mix up supply and demand
- Trading Posts no longer buy a random range of goods, but instead a sample of goods that are being traded in the nearby vicinity
- Goods that are traded a lot (high supply and demand) have a higher chance to appear in a Trading Post
- Trading Posts now both buy and sell the same goods
- Added a turret factory supplier station that sells turret parts
Balancing
"With the prices of goods being influenced by supply and demand, we want to shift balance more towards that and away from the randomness that it was before. We also made some changes to some goods and how and where they're available to enable a healthy economy."
- Changed the range of goods that consumer stations buy to create a more reliable supply & demand
- Reduced factory lowest and highest personal, random price factors (+/-30% to +/-10%)
- Reduced influence of relations on trading good prices (15% to 5%)
- Trading good prices are now dependent on supply and demand in surrouding regions (+/-30%)
- Prices are now influenced as follows:
- Stock: -10% to +10%, full vs. empty
- Relations: 0% to +/-5%, neutral vs. allied (plus/minus in favor of player)
- Relations: +/-90% to 0%, hostile vs. neutral (plus/minus not in favor of player)
- Supply Demand: -30% to +30%, depending on high demand/supply (high supply: prices drop, high demand: prices rise)
- Factory Base Price: -10% to +10% (random for AI factions, configurable for player)
- Factory base price influences the general price range of your factory (buy AND sell prices)
- Factory base price influences the amount of buying/selling traders that will visit your station
- High base price: More traders that sell at your station, Low base price: More traders that buy at your station
- Note: The base price mechanic was not changed, it's just listed for the sake of clarity
- Increased size of Energy Cell to 1.0 (from 0.5)
- Decreased size of Water (1 to 0.35)
- Reduced amount of Energy Cells produced in a single batch (40 to 25)
- Reduced randomness of turrets and upgrades
- Force turrets now vary less in power and scale with tech (can now be up to 5x as strong as before)
- Reduced price of Shield Reinforcer and Transporter Software
- Increased loot dropped by big pirate ships
- Increased time between headhunter spawns
Difficulty Changes
"We're changing the difficulty settings. We got a lot of feedback telling us that the game is too easy, and we saw that the current 'Insane' difficulty is actually more of an 'Expert' mode. At the same time we know that we have a few difficulties that seem arbitrary. We're fixing this now. Please note that a lot of these changes are still experimental, and we will adjust them based on community feedback."
- Renamed "Difficult" to "Expert", "Hard" to "Hardcore"
- "Expert" is going to be the same as the current "Insane" difficulty
- Adjusted AI ship damage reduction (which is there to make one-to-many-ships combat more fair and fun):
- Beginner: Damage Reduction remains at 97.5%
- Easy: Reduction down (92.5% to 90%)
- Normal: Reduction down (80% to 70%)
- Veteran: Reduction down (60% to 40%)
- Expert, Hardcore, Insane: No more reduction
- Normal & Below:
- Protection against too bad initial relations with immediate neighbors
- Ship blocks are protected from breaking off as long as the ship's total HP are above a certain threshold
- No breaking until ship reaches HP: Veteran: 80%, Normal: 40%, Easy: 20%, Beginner: 0%
- Veteran & Up
- Meaner Enemies: Enemies will take more advantage of long range weapons (should they have any)
- Increasingly improved chance to get a better loot drop rarity
- Expert & Up
- Mean Enemies: Enemies will take full advantage of long range weapons (should they have any) and stay at a distance if they can
- Other factions will have increasingly worse initial relations to the player
- Your own ship's blocks can break immediately on hit, not just after its health going below a certain threshold
- Hardcore & Insane
- Perma-Destruction: No Reconstruction Tokens, no Insurance. Once your ship was destroyed, it's gone for good - including upgrades & turrets
- Once you switched down from Hardcore or Insane, going back up is no longer possible
- Added detailed explanations in menus about the exact impact of the various difficulty levels
- Game difficulty is adjusted on first load, to avoid unpleasant surprises
Trading System Upgrade
"This thing just gained a lot more meaning. Use it to view a sector's supply and demand and find good locations to found your factories!"
- A Trading System of Exceptional or higher can query local supply, demand and prices of goods from the galactic trade network
- Exceptional: Query supply and demand in current sector
- Exotic: Query supply and demand of nearby 15 sectors (visible on Galaxy Map)
- Legendary: Query supply and demand of nearby 25 sectors (visible on Galaxy Map)
- When using an Exotic or Legendary Upgrade, you get new UI elements on the Galaxy Map
- Prices can be viewed as a coloring of nearby sectors from cold (-30%) to hot (+30%)
- Supply and demand can be viewed as a coloring of nearby sectors from cold (high demand) to hot (high supply)
- Improved tooltips of Trading System Upgrade
- Added a detailed supply/demand overview tab for current sector
Factory Configuration UI
"This menu definitely needed some love. You can now see a detailed overview of what's going on, and how much money it already made (or burned)."
- Reworked layout of Configuration UI
- Renamed "Price Margin" slider to "Base Price" as that's what it actually does
- Added an exact outline about the factories' production, including all goods and parallel productions
- Added overview about influence on prices through nearby supply/demand
- Added overview about money gained/invested by the factory
- Added many tooltips for better clarity
Sector Maps
"This is a feature we have long wanted and it basically came for free with the reliable prediction of sectors. Enjoy!"
- You can now buy maps of a faction's territory at their Equipment Docks
- There are maps for a single quadrant of a faction's territory or their entire territory (allies only)
- Traveler's Quadrant Map: Reveals gate connections in the faction quadrant
- Explorer's Quadrant Map: Reveals faction sectors in the faction quadrant
- Faction Quadrant Map: Reveals all sectors, including stations in the faction quadrant
- Faction Territory Map: Reveals all sectors, including stations in the entire faction territory
UI
"Upgrades now stack, we removed the $ sign for the sign (because - redits), and made some smaller adjustments & improvements to the UI."
- System upgrades can now be stacked in inventory
- Added the ability to highlight supply & demand and price devitations on Galaxy Map
- Replaced textual occurrences of "Credits" and "$" with the "" character
- Renamed "Organize Goods" mini-mission to more correct "Procure Goods"
- Loading Screen: Added new hints and reworked hints to fit new economy system
- Implemented scrolling by typing in ComboBoxes
- General improvements to trading UI formatting
- Trading goods are now sorted alphabetically in UI
- Increased icon size of useable items and vanilla items
- Sorting by rarity no longer separates upgrades and turrets from each other
- Reduced size of top-right buttons
- Buttons added via script are now highlighted until they're mouseovered
- Ships Tab is now sorted by Entity Type (Station vs. Ship)
- Added warning message when player sells his ship at scrapyard
- Player is now moved into drone before their ship is sold at scrapyard
- Added a server-global message when Wormhole Guardian respawns
Scripting API
- [Server:]set/getGlobal() functions now support tables
- Moved several sector scripts to a new "sector/background/" folder
- Added more tags to civil ships to distinguish freighters, miners and traders
- Renamed global function "getSectorSeed" to "SectorSeed"
- Renamed global function "getGameSeed" to "GameSeed"
- GameSettings: Added permaDestructionEnabled property
- GalaxyMap: Added new properties to control visualization
- GalaxyMap: Added a new custom color layer for showing custom colors
- Rect: Added a "center" property
- Increased the amount of async lua worker threads to 4
- Renamed "onEntityCreate" sector callback to "onEntityCreated"
- SectorView: Extended API a lot
- GameInput: Added various functions for key pressing/releasing checks
- Rarity: Added a "type" property
- Galaxy: Added aiFactionExists() allianceExists() playerExists() functions
- Galaxy: Server-Global Scripts can now be added to Galaxy
- This moves data/scripts/server/server.lua to data/scripts/galaxy/server.lua
- Added some docs to init.lua scripts
- Added docs for callbacks still happening after callbacks were unregistered
Server
- Adjusted warning message when scripts can no longer be found to not confuse players with minor errors
Bugfixes
"As always, bug fixes marked with [UBR] stem from bug reports we got from users. Thank you so much for helping and keep it up! :)"
- Corrected "Aluminium" to "Aluminum"
- Corrected "Silicium" to "Silicon"
- Fixed an issue where Oil Rigs would not count as mines
- Fixed an issue where Mineral Extractors would be counted as mines
- Fixed an issue where "Petty" rarity fighters and turrets were displayed as "Common"
- Fixed an issue where cargo and crew shuttles were displayed with "Petty" rarity
- Fixed several issues with factories not buying/selling from your own ships when buy/sell from others is unchecked
- [UBR] Fixed several issues with AI ships docking
- [UBR] Fixed an issue where relations of a faction to itself were changeable
- [UBR] Fixed an issue where Docks were highlighted for docking when inside station
- [UBR] Fixed an issue with head hunter attacks happening in neutral zones
- [UBR] Improved behavior of scrapyard reputation loss when fighting in a scrapyard sector and hitting the just-destroyed ship
- [UBR] Fixed an issue where there were smuggling controls while in your own sector
- [UBR] Pirates no longer attack their own sectors
- [UBR] Fixed an issue where Fighter AI doesn't attack newly turned hostile entities (i.e. Xsotan) when on defend
- [UBR] Improved behavior of player-owned, AI-piloted ships firing torpedoes
- [UBR] Fixed an issue where inventory selections flickered when hovering recent items
- Fixed some issues with wording of several texts
- Fixed some hangs in server during script callbacks
Building UI
The building UI structure has remained mostly unchanged over the years, getting more complicated over time. Feedback from you and our experience at GamesCom, Dreamhack etc. confirms that it has a steep learning curve. To tackle this problem we went back to the drawing board. Almost every element of the UI has been reviewed with usability, discoverability and meaningful placement in mind. A lot of work has been put into improving the building UI and we hope you like it! We brought together what belongs together. All the tools are now listed on the left: Blocks, Turrets, Colors and so on. We implemented advanced features and convenience functions, e.g. transforming all selected blocks with one click. The stats on the right were tidied up as well. By default only the most importat stats are shown. Each category can be shown or hidden. The influence of crew and energy problems and installed Systems can now be configured. This means you can see the final stats of your massive ship before you have its complete crew on board.
Performance
Furthermore, the performance of building operations was greatly improved on both server and client.
Scripting API
- Entity: Renamed getPlan() to getFullPlanCopy() to improve understanding of the function's performance impact
- Plan: Added getNumBlocks() function
Bugfixes
- [UBR] Fixed an issue where players couldn't enter values to negotiate with factions when playing creative
- Fixed a crash when a player is inside a craft that's not his nor his alliance's
- [UBR] Fixed an issue where "Transform Block" wasn't applied when selecting a block
- Fixed a potential crash when selecting crafts in strategy mode
- Fixed various issues in tutorial missions
"The building UI structure has remained mostly unchanged over the years, getting more complicated over time. Feedback from you and our experience at GamesCom, Dreamhack etc. confirms that it has a steep learning curve. To tackle this problem we went back to the drawing board. Almost every element of the UI has been reviewed with usability, discoverability and meaningful placement in mind. A lot of work has been put into improving the building UI and we hope you like it. There might still be some rough edges. Please let us know what you think!" Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. The old Building Inventory has been broken up into separate specialized windows:
Blocks Window
"Being able to quickly find and select the desired block and material is extremely important. Also, for new players, discovering the button that opens this window should be easy."
- Added big "Blocks" button that shows the current block to the top left
- The window now always shows all the blocks
- Unavailable blocks in the current material are shaded
- Scrolling changes the material
- All available shape variations for the current block are shown below
- The blocks selection can be filtered
- Transform and Match functions can be toggled in the blocks window
- Implemented new advanced block functions:
- Select all blocks of the current type
- Transform all selected blocks
Turrets Window
- Added big "Turrets" button below the "Blocks" button that shows the current turret
- Added "Mark Installed Turrets As Favorite" button to make them easier to find e.g. when they temporarily need to be removed from the ship
Colors Window
- Added big "Colors" button below the "Turrets" button that shows the current color
- Implemented new advanced color functions:
- Select by color
- Apply color to selection. With these functions color schemes can be changed quickly
Repair Window
- Block-by-block repairing can now be enabled by pressing the button in the top left of the repair window
Saved Designs Window
- Templates have now moved to the "Saved Designs" window
- Designs can now be saved and loaded from the clipboard
- Added combobox to change the material of a design
- Added filter bar
- Workshop designs can be filtered by tag
- Designs can now be renamed
Stats
"Most of the time, always seeing the FULL stats of your ships was both overwhelming and unnecessary. To improve this we added several options for you to configure. Influence of Crew and Energy problems can be toggled, as well as the influence of System Upgrades. This means you can see the stats of your craft in full glory, even if you don't have the full crew yet."
- Stats are now configurable
- Categories can be shown or hidden
- Only the most important stats are shown by default
- Improved colors to better differentiate between minor changes and potential problems
Quick Selection
"This is the thing at the bottom of the screen."
- The Quick Selection supports Blocks, Turrets and Designs
- It can be filled via Drag & Drop or by pressing a number when hovering a Block, Turret or Design
- The most common context-sensitive shortcuts are shown above the quick selection
Additional UI Changes
- Grid Size and Scale Step can now be set via text boxes
- All View options are now combined in a small View Settings window
- Same goes for Mirroring options
Performance
"Your prayers have been heard. Building performance has been greatly improved on both server and client."
- Improved performance of the ship editor
- Greatly improved performance of multi-block operations (remove, add, colorize, change block type)
- Greatly improved performance of undo, redo and repair
- Greatly reduced the performance impact of all of those operations on the server
Scripting API
"Modders rejoice: We finally got around to adding a search function in the Scripting API docs!"
- Added a search function for the scripting docs
- Several building-related callbacks now support batch processing. The functions in question were renamed and now have variable arguments for the affected block indices
- Renamed onBlockAdded to onBlocksAdded
- Renamed onBlockRemove to onBlocksRemove
- Renamed onBlockRemoved to onBlocksRemoved
- onBlocksRemoved now transmits all the removed blocks, including their removed orphaned children, as opposed to onBlocksRemove, which only transmits the blocks chosen to be removed by the player
- invokeFunction can now be called with script path or index
- Fixed an issue where client sector's invokeServerFunction() was directed to the player, not the sector
- Renamed runRemote[Entity,Faction,Sector]Code and invokeRemote[Entity,Faction,Sector]Function to run[...]Code and invoke[...]Function
- Improved documentation of these functions
- invokeEntityFunction now optionally accepts a table instead of two arguments name and factionIndex
- Added search function to documentation
Bugfixes
"Bugs marked with [UBR] are user bug reports. Thanks to everyone for reporting and keep it up!"
- [UBR] Fixed an issue where turrets could be selected even if they were obscured
- [UBR] Fixed some events starting even though game is paused
- Fixed an issue with remote sector calls crashing the server
- [UBR] Crew payment timer is only reset to 0 on payment or destruction, no longer on crew leave
- [UBR] Fixed upgrades sometimes being invisible in system upgrade overview
- [UBR] Fixed some issues with ship AI and docking to stations
- Fixed possible server hangs on login
- Fixed player events starting even though game is paused
- Fixed an issue where the ship builder's safe-mode permitted deletions even if they would remove additional blocks
- Fixed potential crash when boarding
Bugfixes
- [UBR] Fixed some events starting even though game is paused
- Fixed an issue with remote sector calls crashing the server
- [UBR] Crew payment timer is only reset to 0 on payment or destruction, no longer on crew leave
- [UBR] Fixed upgrades sometimes being invisible in system upgrade overview
- [UBR] Fixed some issues with ship AI and docking to stations
- Fixed possible server hangs on login
We always strive to make Avorion more accessible for new and returning players. To achieve this goal we have designed new tutorial missions. These missions will be unlocked during the game and explain more complicated mechanics such as how to use R-Mining Lasers, Torpedoes, Fighters and how to coordinate your fleet.
In addition to the tutorial missions, long-term quests are introduced. They are given to the player by the adventurer after completing the first dialog and guide the player through the galaxy.
As usual this update also contains a bunch of bug fixes. See the full patchnotes here:
https://steamcommunity.com/games/445220/partnerevents/view/1566616051169010324
With this update we want to help ease the learning curve of basic game mechanics. With several new tutorial missions the Adventurer helps the player to understand new block types and weapons. In addition to the tutorial missions, long-term quests are introduced. These are given to the player after first meeting the Adventurer. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"The Adventurer is the players' introduction to the story. Additionally the Adventurer now gives the player long-term quests that guide through the game."
- Added new tutorial missions for introductions to
- R-Mining
- Torpedoes
- Commanding Fighters
- Fleet & Map Commands
- The first dialog with the Adventurer is now forced (instead of hail) to reliably introduce players to the story
- Added new missions that accompany the player through the game, specifically for
- Crossing the barrier
- Finding Avorion
- Reaching the center of the galaxy
Client
- Particles and effects are now paused in pause mode
- Added torpedo space to ship stats overview in ship menu
- Added a tooltip line for consumption of energy when upgrades are permanently installed
- Removed option for mailing items from alliance inventory since it wasn't possible anyway
- Activating items from the alliance inventory is no longer possible
- "Mission Updated" etc. texts no longer overwrite each other when multiple missions are started simultaneously
- Quick-Switching of control schemes (F2) is now disabled by default (Can be turned back on in settings)
- Improved error messages when connection to (local) server doesn't work
- Server now waits for Steam network response when initializing networking, not when downloading mods
- Downloading mods is skipped entirely (not just download an empty list) when download list is empty
Balancing
"Since we often ran into performance issues, we had to introduce some changes to the inventory and mail system. A frequent performance issue is the unlimited inventory size. We have limited inventory space to 1000 slots (which we think is a good compromise between performance and comfort) to see how things work out. Keep in mind that these are experimental changes."
- Limited inventory of players and alliances to 1000 slots
- This prevents players and alliances to pick up or get items when the inventory is full
- The limit is introduced to save performance without limiting the player too much
- 1000 Slots means 1000 different items, stackable items can still be stacked to infinity
- Sending mails is no longer possible when inbox is already full
- Mails sent to a player with a full mailbox bounce back
- Increased fighter dodge recharge time to 120 seconds from 60
- AI ships no longer get coaxial guns
Scripting API
- Inventory():hasSlot() now ignores item type
- Added a maxSlots property to Inventory
- Added Inventory:hasSlot(item) function to check if items can be added
- Implemented a "addOrDrop" function for Inventory that drops the item when inventory is full
- Adding mails to a player is no longer inhibited by max mails limit
- Implemented sendCallback() function for Faction that delegates it to alliance or player
- Added callback to refinery for onTakeAllPressed
- Added more control for bullet points in mission description
- Upgrades of all player ships now accessible from scripts
- structuredmission.lua framework: Implemented a "noBossEncountersTargetSector" property for disabling the spawn of the AI and Swoks
- Improved docs for new properties for disabling player events
- Implemented properties for structuredmission.lua framework to disable player events in target sector
- Implemented disabling of certain player-related events in specific sectors
- Merged spawnswoks.lua and spawnai.lua into their own script to have random encounters in one place
- PlayerID's property "id" is now a string
- Fixed several issues when registering new callbacks while callbacks are being executed
- Added a setter to Hyperspace Engine for "can pass blocked sectors" property
- stringutility's join() now uses tostring() internally to convert values reliably
- Added more tags to civil ships to distinguish freighters, miners and traders
- Moved script updates of player communicator to update of the sector the player is in for improved performance while multiple players are online
- Players' scripts are now updated in parallel for better performance
- Invoking functions on players from another sector is no longer possible
- Implemented invokeRemoteFactionFunction() and runRemoteFactionCode() to make up for removing invoking function on players in other sectors
Bugfixes
"Bugs marked with [UBR] are user bug reports. Thanks to everyone for reporting and keep it up!"
- Fixed a bug in Cover Retreat mission where the two factions didn't attack each other
- Fixed a bug in Cover Retreat mission where the enemy fleet didn't attack the player
- Fixed an issue where sellable inventory items couldn't be sold
- [UBR] Fixed an issue where fighters started from ships with AI Xsotan artifact would never need pilots again
- [UBR] Fixed an issue where destroying items in Alliance inventory wasn't working
- [UBR] Empty reconstruction tokens that are applied to alliance crafts now put the token into the Alliance's inventory
- [UBR] Fixed an issue with Merchant Beacon where Alliances couldn't call in merchants
- [UBR] Fixed an issue with Merchant Beacon where any faction would respond (instead of specific faction)
- [UBR] Fixed an issue with Reinforcements Transmitter where Alliances couldn't call in reinforcements
- [UBR] Fixed an issue with Reinforcements Transmitter where timer would be set wrongly when player is not in a ship
- [UBR] Fixed several issues where turrets weren't deleted while modifying crafts
- [UBR] Fixed relations of factions improving when killing their own hired head hunter
- [UBR] Fighters are now correctly displayed as enemies, even if their mothership is gone
- [UBR] Fixed "Pick up stolen Cargo" combo box not having the correct setting selected for the current ship
- Fixed an issue where dumping cargo could lead to bad cargo problem not disappearing
- AI, Swoks and Guardian can no longer immediately spawn on game start / login
Diplomacy Gameplay
We've reworked the way faction relations work. In addition to the relation points, there are now 4 distinct states, that you can slip in and out of, and that majorly define how AI factions interact with you. For example, AI ships will no longer always start attacking on sight when relations are bad; you need to be at war with a faction for that to happen. We also reworked faction traits and how they impact gameplay.
Neutral
This is the initial state for all newly met factions on the map. You can interact normally with this faction's stations and ships, except for a few privileges, you must be allied. If your relations with a faction become too bad, that faction may declare war. In order for War to be declared from 'Neutral' you must commit an act of war (destroying, raiding, boarding a ship). War won't be declared for minor issues like smuggling.
War
No questions asked. Shots are fired. But you can negotiate a Ceasefire.
Ceasefire
A Ceasfire is similar to Neutral. Here you can show that you are really serious about improving your relations. But be careful: A single act of war is enough and you're back in a state of war.
Ally
You get access to the best equipment of your allies. You suffer only half the reputation loss for aggressive actions, but raiding and boarding an allied ship is considered an intentional act of war and ends the alliance on the spot. But who wants that? After all, you can now call on allies for support in battle.
Gameplay
Faction traits have been reworked and are now more effective. You can also pay tribute to factions to improve your relations. The relation status rating has been reduced from eight to five (Hostile, Bad, Neutral, Good, Excellent). And of course there are many more improvements and fixes. To get a list of all changes, check out the patch notes of the beta branch updates: https://steamcommunity.com/games/445220/announcements/detail/1600387340831534750 https://steamcommunity.com/games/445220/announcements/detail/1593633841026632932
"We are back from GamesCom! It was really exhausting but 100% worth it! We had a blast showing our game to new players and meeting existing ones! Now though it is time to put the finishing touches on the Diplomacy Update." Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Factions now respond when negotiating via the Diplomacy UI
- Players can now stop being allied and declare war with other players via the Diplomacy UI
- Added button to Diplomacy UI to initiate player-to-player trades/relation negotiations
- Player-to-Player relations and relation status can now be negotiated via the Player Trade Window
- Players must agree on their new relations to conclude a trade
- Player-to-Player relations and status can now be worsened
- Relations no longer worsen when shooting down a civil ship while the witnessing faction is at war with the civil ship faction
- Transfer of crew, goods and fighters is now possible over distance with transporter block + upgrade
- Improved escorting AI to no longer attack allies randomly
- Faction battles are only spawned in sectors close to territory borders
- Added strafing in alternative keyboard flying mode (F2), strafe with Ctrl+WASD
Balancing
- Civil ships with bad relations can no longer be asked where their home sector is
- More missions now give relation improvements
UI
- Added an icon telling the player about achievements being disabled with mods enabled
- Added highlighting of words in loading screen tips and encyclopedia for better legibility
- Added ship warning when transporting goods without a license
- Implemented sector overview in strategy mode which lists stations, ships and gates
Scripting API
- Alliance callbacks are now available on client and server
- Added documentation for pitfalls of Alliance server callbacks
- Added sendCallback() function to every class that is able to have callbacks registered from scripts
- Added sendCallback() convenience function to Faction that gets automatically delegated to players or alliances
- Extended ListBox/ListBoxEx to support values assigned to rows
- Implemented "onTurretDestroyed" entity callback
- Added "tutorialActive" property to Hud
- Added documentation of properties
Bugfixes
"We fixed quite a few bugs again. Thanks for reporting and keep it up, guys! UBR = User Bug Report."
- Fixed players being able to switch sector while being grounded
- [UBR] Fixed issues with mine founding and station duplication
- Fixed an issue where immediate deletion of scripts from entities on server could lead to invokeScript() messages landing on the wrong script
- [UBR] Derelict mines can now be rebuilt after boarding
- [UBR] Backslashes are corrected to forward slashes in script paths for improved consistency
- Script cache is now always cleared when starting a new game to avoid modders having to deal with cached scripts
- Fixed a crash when creating smuggler hideouts in the center because there are no smuggler representatives present
- Fixed non-player controlled AI ships no longer being able to buy/sell goods
- [UBR] Fixed an issue with translation strings
- [UBR] Fixed several script crashes
- Client's Galaxy():getControllingFaction() now correctly returns nil if no faction is found
- Fixed an issue where relations of bottans smugglers could be bad with smuggler outpost factions
- Fixed an issue where missions didn't give reputation for alliances
- Fixed an issue with rectangle selection in strategy mode
- Fixed relations notifications being displayed for 0 relation change
- Replaced old code with new, better code
- Fixed player cargo shuttles not being able to pick up cargo if "sell to others" was off
- Fixed last tooltip line not showing for energy suppressor satellite
- [UBR] For local sessions, force enabling mods works again
Diplomacy Gameplay
"We've reworked the way faction relations work. In addition to the relation points, there are now 4 distinct states, that you can slip in and out of, and that majorly define how AI factions interact with you. For example, AI ships will no longer always start attacking on sight when relations are bad; you need to be at war with a faction for that to happen. We also reworked faction traits and how they impact gameplay." Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Neutral
- Initial state for all newly met factions on the map
- Very similar to the previous relations range -40000 to 60000
- Normal interaction with stations and ships of the other faction
- ... except for a few privileges where you must be allied with the faction
- When relations are good enough (~95000, depending on faction traits), you can start negotiating an alliance
- When relations turn too bad, the faction may declare War, but ...
- In order for War to be declared from 'Neutral' you must commit an act of war (destroying, raiding, boarding a ship)
- War won't be declared for minor issues like smuggling
War
"This is when they just shoot you, no discussion."
- The only state where AI ships always attack on sight
- Normal interaction with ships and stations is not possible
- Can be negotiated to Ceasefire
- No radio chatter
Ceasefire
"A ceasefire is a fragile pact where players can show their good intentions, and that they actually want to stop the war and improve relations."
- Similar to Neutral
- Some station and ship interaction is possible
- When relations turn good enough (-30000 or above) 'Ceasefire' automatically changes to 'Neutral'
- Committing an act of war by the player (no matter the relations) will terminate the Ceasefire and War will break out again
- During a Ceasefire, when relations reach -100000 (worst possible), War will break out again
Allies
"Gain access to the best equipment of your ally. Players have less reputation loss, there are reputation loss caps and players call in merchants or reinforcements from your ally."
- 50% less reputation loss with allied factions
- "Soft caps" of losing reputation: No dropping below 90000 or 80000 with a single loss
- Example: When at 96k (96000) relation points, and you "accidentally" destroy your allies' ship, you'd lose about 40k reputation. Instead it's halved to 20k and you won't drop to 76k, but to the 90k cap. After that, you can drop lower again.
- Boarding or raiding an allied ship is always considered an intentional act of war and will terminate the alliance immediately
- No smuggling controls by allied AI ships
- Access to 'Exotic' and better equipment of your ally
- Access to 2 new items:
- Item that lets you call in equipment merchants of your ally, who sell equipment and valuable artifacts
- Item that lets you call in combat reinforcements from your ally
Gameplay
"Tons and tons of small changes and adjustments: Reworked traits and their impacts, new targeter shapes and colors depending on War, Ceasefire, or standings, and so on."
- Players can pay tribute to a faction to improve relations
- Reworked traits of factions
- Fewer traits with more impact on gameplay
- Traits now influence the amount of repuation gained or lost, depending on what happened
- Reduced relation point descriptions from 8 to 5 (Hostile, Bad, Neutral, Good, Excellent)
- Reworked color scheme of relation statuses
- Added new target indicators for 'War', 'Ceasefire' and 'Allies'
- Implemented means to negotiate with AI factions
- Players can now make money/resource offers in a specific range
- Counterpart has a patience level that drops the more often a player makes an offer they don't like
- Tribute, Ceasefire or Alliance is accepted when the offer is good enough
- Once patience runs out, the player has to wait for some time until he can negotiate again
- Relations can't be improved/worsended beyond a certain point with some kinds of interaction
- A few examples:
- Equipment trade won't improve relations beyond 75000
- Using services of a faction (refinery, shipyard) won't improve relations beyond 45000
- Smuggling won't worsen relations below -75000
- Doing missions or helping via events (pirate attacks) will always improve relations
- Destroying ships, raiding etc. will always worsen relations
- Once relations drop below -80000, reconstruction sites are terminated
- When a player is set to his home sector and his starting allies are at war with him, relations with them are set to "Ceasefire" and some money is taken from the player
- Added mean radio chatter when in the territory of a faction that doesn't like you
Balancing
"Adjusted railgun damage, which was a little excessive sometimes, especially considering that railguns aren't projectiles but hitscan. Still does more damage the more blocks you hit, but in a more balanced manner."
- Railgun base damage is now spread evenly over the first 4 hit blocks, then has a falloff of 20% per additionally hit block
- More allies per faction will be spawned for wormhole guardian fight
- Increased spawn region of AI and Swoks
Galaxy
"In order for the diplomacy changes to matter, we reduced the number of different factions. The galaxy map no longer looks like patchwork. This will not break existing saves! No new factions are introduced, and the changes will only affect newly generated sectors."
- Reduced the amount of factions on the map
- Factions now have much bigger territories
- Increased reach of gates to better connect to far away sectors and avoid cut-off "islands" of factions
- A player's relation to newly met AI factions can't be worse than -20k if he's no more than 150 sectors away from his home sector
- Depends on difficulty, -20k for 'Normal' and easier, disabled at 'Difficult' and harder
- Dev Comment: "We saw that, with bigger faction territories, there comes a high probability to start next to a faction that immediately hates the player and that has an extremely large territory they may have to traverse. Since that can prove very frustrating (esp. for new players), we've eliminated this possibility."
Diplomacy UI
"The diplomacy tabs for player and alliance got a complete overhaul! Aside from now being implemented in lua (modders rejoice!), they received a visual rework and will give you a lot more important information about your fellow space-dwelling factions. You can now see details about their traits and what they do, in addition to negotiation possibilities."
- Complete rework of the diplomacy UI
- Added sorting of factions by distance to the player's current location (ie. nearby factions are at the top of the list)
- Added buttons for negotiating Ceasefire or Alliance, or for paying tribute to improve relations
- Added detailed description of a faction's traits and how they affect gameplay
Client
"So this one is both hilarious and embarrassing: Since the Kickstarter Demo there was a bug in the background generation of the game, which, for some reason, was never discovered. We've fixed it and backgrounds finally look the way there were supposed to, with way more tiny stars! Apart from that we added some long-awaited smaller improvements to the building mode."
- Massively improved space background quality
- More background stars
- While at it we also improved the quality for lower-res backgrounds (no more super ugly backgrounds at lower quality)
- Improved tooltips
- Added new radio chatter lines
- Added more obvious radio chatter hints for players on how to meet Swoks and the AI
- Reworked cargo transport license tooltip
- Ship size is now shown in Building Mode
- Block size of current block is now shown in Build Mode
- Main menu: Renamed "Quit" to "Exit Game"
Misc
- Improved behavior of ships flying too far away for players to hit them and staying at that distance
- Several performance improvements for calculation of gate connections
- Improved start sector creation, players are now guaranteed to be inside territory of another faction
- Shots & torpedoes fired by player-owned, AI-controlled ships are now marked as such, plus intended target faction
- Those shots now vanish when they hit an AI faction that the shot wasn't meant for, to avoid unwanted relation changes
- In short: In order for your AI-controlled turrets, fighters or ships to damage ships / worsen standings with another faction, they must attack them on purpose, not hit them by accident
- Player notification about gate usage now shows name of ship
- "No money to pay crew" message now contains ship name
- Turrets can now be placed over multiple blocks as long as they touch them
Scripting API
"Most important changes are: You can now add windows to the Hud and Alliance Tab, and you get full access to the player's known galaxy map."
- Added a SectorView class
- Exposed functionality to access known sectors of Player and Alliance on the map
- Added a Relation class
- Added more relations-related functionality to Player, Alliance and Faction
- Relation loss for destroying other ships moved to lua from core engine
- Added a getPresentFactions() function to Sector
- Added AllianceTab as a scriptable UI
- Added Hud as a scriptable UI
- Extended Tooltip class
- Implemented separate tooltip creation for Vanilla- and UsableInventoryItem
- Implemented a replace function for faction names in tooltips
- A construct like ${faction:54} will be replaced by the (localized) name of faction with index 54
- Added a 'homeSectorUnknown' property for factions that don't really have a home sector (Xsotan, pirates, etc)
- Added a SectorChangeType enum, which is passed as a parameter on the server when a player changes sectors
- Mails are now localized
- Added more functionality to various UI elements
- Added a 'alwaysAtWar' property for AI factions
- Renamed "isAI" property of Owner to "isAIFaction" for better consistency with the faction property
- Fixed main.lua scripts not having access to everything they need in their initialize() function
- Moved data/scripts/player/encyclopedia to data/scripts/player/ui/encyclopedia
Bugfixes
"What's an update without bugfixes? We've fixed quite a few bugs again. Thanks for reporting and keep it up, guys! UBR = User Bug Report."
- [UBR] Fixed several instances of story-encounters where relations would be permanently worsened even though they shouldn't be
- Fixed an issue where abandoning a mission sometimes didn't really terminate it
- Fixed several issues where interactions could happen with stations even though they shouldn't, relation-wise
- [UBR] Fixed a crash when downgrading torpedo shafts
- Fixed an issue where server time counter didn't work due to floating point inaccuracy
- [UBR] Fixed some broken translations in shop UI
- [UBR] Fixed some factories giving the player money for upgrading
- [UBR] Fixed cloning and academy not working while no players are in the sector
- [UBR] Fixed an issue with ai ships adding jobs at a refinery
- Forgetful AI: Fixed an issue where special friends or enemies of AI ships wouldn't be remembered over game shutdowns
- [UBR] Fixed an issue where the orderchain didn't terminate mining/salvaging correctly and got stuck on that order
- [UBR] Fixed several crashes caused by community translations
Hey guys, We're doing a quick security patch today that also affects the Scripting API.
Scripting API
"We're adjusting the Server API privileges to the Client API privileges."
- Server Scripting API: Removed os.execute() and similar functionality
- Server Scripting API: Removed all functionality for loading/executing binary files
- Server Scripting API: Removed functionality to write-access any file on the system
- Write access only allowed for %AppData%\Avorion\moddata\ and galaxy folder
- Read access only allowed for %AppData%\Avorion\, installation folder, galaxy folder and folders of enabled mods
- On unix-based systems, replace %AppData% with ~/.avorion
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Encyclopedia
Good news for everyone who thought "Ugh, how exactly does this work again?" in the past: We've added an Encyclopedia Tab to the player menu, where you can (re)read about the most important mechanics of the game. It features a basic overview over the game's features so you don't have to look up every single thing on the wiki. It also has entries for various story-related characters that can be encountered. It's also spoiler-free: As players progress throughout the game, more entries get unlocked over time.
Speech Bubbles
We added speech bubbles to the game to improve the general flair of the game and add some more life to everyday space life. Speech Bubbles can contain everyday jibber-jabber but also hints for beginners, game mechanics or story progress. There's also going to be speech bubbles when a player in the same sector types text in multiplayer.
Comparing Stats
You can now easily compare turrets to see which is better or worse! Just hover the cursor over a turret and press 'E' for a quick and easy comparison. Also works for upgrades, torpedoes and fighters!
New Missions & More
We added some more missions to flesh out the content of the game. You can expect more missions, events and content over the next few updates. And of course there are many more improvements and fixes. To get a list of all changes, check out the patch notes of the beta branch updates: https://steamcommunity.com/games/445220/announcements/detail/2707145128897298018 https://steamcommunity.com/games/445220/announcements/detail/2707145128911803302 https://steamcommunity.com/games/445220/announcements/detail/2707145128915565379
We're adding the possibility to compare upgrades, some Quality of Life and balancing updates and also a few crash fixes. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Client
- Upgrades can now be compared
- Upgrade tooltip texts are slightly darker to be easier on the eyes
- Added a loading screen tip for comparing objects
Balancing
- Reduced amount of free goods being delivered to player-owned consumer stations
- Defense Weapons Upgrades are now randomized
- Loot Collector Upgrades are now randomized
- Transporter Software Upgrades are now randomized
- Reduced drift of stations
Bugfixes
- [UBR] Fixed a crash in Boarding check if an entity is boardable by another faction
- [UBR] Fixed an issue where a station deleted by a player would cause a sector to be turned into a hazard zone
- [UBR] Fixed torpedo names being messed up in equipment dock
- Fixed an issue where it was possible for alliances to board their own members' ships
In this patch we're fixing several bugs and a very annoying multiplayer crash, when selecting the ship of another player. Some quality of life changes also made it into this one. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Client
- Removed rebind option of pause menu key
- Updated encyclopedia
- Fighters can now be compared
- Torpedoes can now be compared
Misc
- Added specific error messages for salvaging and mining when the material tier of the weapons is too low
- Added context to several translations that are spread over multiple lines
Bugfixes
- [UBR] Fixed an issue in crew board menu where sliders for captains weren't working as intended
- [UBR] Fixed an issue in turret factory where the required amount of ingredients could become a floating-point number
- [UBR] Fixed a crash when selecting a ship
- [UBR] Fixed a few issues when faction details are required on client but not yet sent by server
We're adding an encyclopedia to the player window, where you can read about all important game mechanics. Other important features are speech bubbles, a few new missions and, last but not least, a feature where you can compare turrets. We've also included tons of bugfixes, some new bugs and a lot of extensions to the Scripting API. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Encyclopedia
"In order to keep everything organized and clear, we're adding an Encyclopedia Tab to the player menu, where you can read about important game mechanics, characters and other content of the game."
- Implemented an Encyclopedia as a tab in Player Window
- Encyclopedia serves as a log where you can (re)read about the most important mechanics of the game
- It also has entries for various characters that can be encountered
- More entries are unlocked while players progress in the game
Speech Bubbles
"We wanted to add more life to the galaxy and at the same time give players useful hints on what to do with the story. Those are still experimental, and we will tune them in case they are annoying. Feedback appreciated!"
- Added speech bubbles for stations and ships flying around, to add more life
- Speech bubbles include jibber jabber, hints to game mechanics, bosses, artifacts, etc.
- Speech bubbles are displayed when characters talk, or when players send chat messages
Gameplay
"We added some more missions to flesh out the content of the game. We'll be adding more and more missions and events over the next few updates. Missions will also grow in complexity in the future!"
- Added a new mission where the player must cover the retreat of a fleet during a losing battle
- Added a new mission where the player must deliver goods
- Added a new mission where the player must protect settlers who want to found a new colony
- Threatening ships increases the hazard zone score of a sector
Client
"Lots of QoL features, and most importantly: Compare Turrets by pressing E!"
- Items can now be compared by pressing E while hovering mouse over the item
- For now, only turrets can be compared. Fighters, upgrades and torpedoes will follow soon
- Default chat channel filter is "Everything"
- Added a hint to /help command when a player enters a wrong command
- Slightly increased contrast of space backgrounds
- Added several performance improvements
- Added a context menu entry for posting an inventory object to chat
- Slightly reduced color brightness of tooltips
Scripting API
"Modders rejoice! We've added a lot of improvements to the Scripting API. You can now register new tabs in the player window and we've added tons of convenience functions."
- Added functionality for adding new tabs to player window via player scripts
- Added a UI Tree class
- Added a "scrollable" property to TextField
- Added a GameInput class
- Added a structuredmission.lua framework for making new missions more easily
- Added an API call runScript() to load a temporary script in a temporary, separate VM and execute a function in it
- Added more robustness to values returned in secure() (which doesn't support saving of API objects)
- Uuids are turned into strings
- Vectors are turned into tables with x, y, z, w components
- Other objects are generally turned to nil
- Added dbg() function for easier debugging and printing
- Improved documentation for various script functions
- Added a Sector:exists(id) function (performance optimization, avoids a memory allocation)
- Added a script to bind an entity's lifetime to a specific mission of a specific player
- The entity is then deleted after the mission is over
- Added a invokeFunction() function for client-side sector
- Added a new predefined function initializationFinished() which is called after initialization of a sector
- And after all initialize() functions were called
- After loading on server, after complete creation on client
- Added font and fontColor properties to TextField
- Added getEntitiesByScriptValue() function to client-side Sector
- Added a Chatter value to ChatMessageType enum
- Added reading of player state type to client-side Player
- on[Pre/Post]RenderHud: PlayerStateType of player is now passed as an argument
- Added namespaces to more Entity scripts
Bugfixes
"As usual, bug reports marked with [UBR] are user bug reports. Thanks to everyone who keeps reporting those, and keep it up!"
- Scripting API: Fixed Sector and Player not being able to receive LuaValueEx as arguments when adding scripts
- [UBR] Scripting API: Added missing PlayerId to API
- Fixed server information messages being shown twice in "Everything"
- Fixed plenty of money and resource changes not being shown for players
- Fixed reconstruction tokens not being removed when deleting the ship in the build mode
- Fixed some memory leaks in async ship generator
- [UBR] Fixed translations of torpedo names
- [UBR] Fixed indicators of missions, systems, etc. being drawn in neutral editor
- Fixed a crash in building mode when player is destroyed while building
- [UBR] Fixed an issue where the number of higher ranking members was based on the amount of workforce, not the amount of workers
- Fixed an issue where arrow keys didn't control the chat input bar when in strategy mode
- Fixed an issue when unbinding keys, added dedicated confirmation dialog
- Fixed dumping of cargo not working correctly due to new sorting
Boarding
We added boarding! In order to board an enemy ship, you must first damage it and then launch fighter squadrons that transport your boarders to the soon-to-be-yours ship. Boarders will then fight on the other ship until the enemy defense system and crew is beaten. Once there is no enemy crew left, the ship is yours! When boarding a station, its production facilities are destroyed upon takeover, and have to be rebuilt in order to work again. When boarding a cargo ship, its cargo is not marked as stolen.
Cloning
Hiring tons and tons of crew can be very tiresome. In order to improve this front, we're now adding the possibility to clone crew on your ships and stations. We added cloning pods as a new block, which you can then use to clone crew on your ship. Cloning a crewman takes a fixed time, increased cloning capacity will allow you to clone more crewmen in parallel.
Academy
Since cloned crew is untrained, you will need facilities to turn your untrained crewmen into specialists. Similar to cloning pods there are now Academy Blocks, that help turn your crewmen into specialists. Similar to cloning, training a crewman takes a fixed time, and more academy blocks allow you to train more people in parallel.
UI Improvements & More
There are several more improvements coming with this patch: The Cargo Tab got some improvements like coloring and sorting, overheating bars are now rendered next to turrets, Xsotan are stronger but jump away when unprovoked, reworked energy cooling, and much more! To get all changes, check out the patchnotes of the beta branch updates: https://steamcommunity.com/games/445220/announcements/detail/1601510700259911187 https://steamcommunity.com/games/445220/announcements/detail/1600382809846349778
In this patch we're fixing a few bugs and improving usability. Cargo Bay UI is now clearer. Overheating Bars are now next to the turrets they refer to and are not shown when not necessary. The Scripting API has been extended for turrets. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- AI ships, turrets and fighters stop attacking a ship when it's being boarded by own faction
Balancing
- Increased maximum speed of fighters
Client
- Added hints for when there are no boarders but shuttles and vice versa
- Added loading screen tips for boarding
- Updating tags of workshop designs is now possible
- Cloning and Academy UI is now hidden when not required
- It is still possible to unqueue members when the capacity is zero
- Added a "Rebuilding Geometry ..." text while red checkerboard overlay is active
- Improved Cargo Tab
- Added icons to cargo tab
- Cargo is now colored, depending on if it's stolen, illegal, etc.
- Cargo is now sorted alphabetically
- Overheating bars are now rendered next to the turrets that are affected
- Overheating bars are not shown when not necessary
- Fixed indicators of complex or L-shaped stations being outside their block structure
Scripting API
- Added a function getLoadedSectors() in Galaxy that returns coordinates of all sectors in memory
- Added Turret component interface
- Added TurretAI component interface
- Added TurretController component interface
- Extended ShipAI component by several functions to find or check enemies
- Added a getDeployedFighters() function to FighterController component
- Implemented a LoadTurretDesignFromFile function
- Added ClientSettings class for reading settings
Bugfixes
"As always, bug reports marked with [UBR] are user bug reports! Thanks for reporting and keep it up!"
- Fixed an issue in onDestroyed() callback
- Fixed a crash in scrapyard related to a mod example
- [UBR] Fixed an issue where remote-editing small ships would make them disappear
- For technical reasons, remote-editing ships is no longer possible with neutral editor
- [UBR] Fixed red "block removed" mesh not disappearing when remote building a small ship
- [UBR] Fixed an issue where unbranded reconstruction tokens could be bound to non-ships
- [UBR] Fixed reconstruction tokens not being transferred to alliance with ship
- Fixed a crash when upgrade generator lua file is destroyed by mods
- Fixed a crash when mods modify several weapons
- Fixed a rare crash when shutting down server
- Fixed several minor crashes in scripts
- [UBR] Fixed an issue where some upgrades would not update their UI functions because callbacks were missing
- Fixed missing translations when tags mismatch
- Fixed an issue where the amount of queued members in the academy was wrong on the client
- Fixed tooltips of battery weapons
- [UBR] Fixed Xsotan not turning aggressive when another Xsotan ship was destroyed
- [UBR] Fixed an issue where the displayed number of died boarders could be too small
- [UBR] Fixed an issue where too many attackers were removed from a ship when starting crew shuttles
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Boarding
"We added boarding! In order to board another ship, you must first damage it and then launch fighter squadrons that transport your boarders. Boarders will then fight on the other ship until the enemy crew is beaten."
- In order to board a ship or station, its hull must be below 30%
- Boarding is done with boarders and crew shuttles
- Crew shuttles transport up to 10 boarders can fly to the target in multiple waves!
- Squadrons with crew shuttles can now be issued a "Board" order, which transports Boarders to the target
- When boarding, the attacking boarders will fight the (entire) defending crew of the other ship, until one of the two is gone completely
- The defending crew fights in this order:
- Defense Systems
- Security & defending Boarders
- Normal Crew
- Officers
- Captain
- Captain and higher ranked officers will put up a final fight before the attack is over
- During the attack, the craft is damaged severely
- When boarders win, the attacked craft is transferred to the boarding faction
- Added Defense Weapons (System Upgrade), which can be installed to help defend the ship when boarded
- When beaten during an attack, Defense Weapons are only deactivated until the next attack, not destroyed
- Boarding a station destroys its production (or other) facilities. They must be rebuilt to work
- Cargo of boarded ships/stations is not marked as stolen
Cloning & Academy
"Hiring tons and tons of crew can be very tiresome. In order to improve this front, we're now adding the possibility to clone and train crew on your ships and stations!"
- Added Cloning Pods Block (starting at Xanion)
- Added Academy Block (starting at Xanion)
- Crewmen can now be cloned on the ship
- Cloning costs a small fraction of the crewman's salary
- Cloned crewmen are untrained
- Cloning requires at least one other crewman on the ship in order to work
- Cloning a crew man takes 15 minutes, more Cloning Pods Blocks increase the amount of parallel cloning capacity
- Crewmen can now be trained on the ship to be specialists
- Training costs a small fraction of the crewman's salary
- While crewmen are trained, they're not part of the working crew
- Training a crewman takes a fixed time (30 - 60 mins, depending on job), more Academy Blocks increase the amount of parallel training capacity
War Zones
"Destroying freighters now has an impact on the economy of a sector."
- Sectors where a lot of ships get destroyed are tagged as a hazard zone (if there are witnesses)
- Hazard zones will return to peaceful after some time of no ships being destroyed
- Traders and other civil ships avoid war zones
Xsotan Behavior
"The Xsotan never really felt like a threat, and we don't really like that. We increased their damage, but to compensate for that, they will move on to another sector when not provoked for a few minutes."
- Increased damage of Xsotan ships by 100%
- Xsotan jump out of the sector after at least 2 minutes of not being provoked
- Increased volume of sector defender ships by 50%
- Increased damage of sector defender ships by 100%
- Xsotan attacks happen less often in the outer regions of the galaxy
Turret Energy Requirements
"We're reworking the way energy weapons work. Sometimes energy weapons were basically unusable due to the cooling mechanic. We're reworking energy weapons to have a battery now instead."
- Reworked energy consumption of turrets
- Energy turrets now have a battery that has to be recharged, instead of costing more and more energy to work
- Battery of turrets is recharged using the ship's energy
- Damage of turrets with low battery is reduced
- Energy turrets can now use "Power Unit" trading good to increase battery charge in turret factory
Gameplay
- Added Defense Weapons Upgrade
- Fighter Squads now have distinct categories for easier handling (esp. for AI)
- Boarder and security can only level up by fighting
- Refine AI can now collect refined resources without depositing ores in the same run first
- Improved robustness of refine AI
Balancing
- Security and Boarders now have a workforce of 1, independent of their level, for better clarity
- Adjusted hire costs of Boarders to 2000
- Adjusted salary of Boarders to 1500
- Military outpost only has crew available that is related to fighting
- Rebalanced damage of Bolters and Pulse cannons so their cooling no longer reduces their damage
- Increased damage of Pulse Cannons by 50%
- Pirate-infested sectors are scaled down in outer & beginner areas
- They are at full strength again at 370 sectors distance to the galaxy core
Scripting API
- Added a Sector:getEntitiesByScriptValue() function
- Added Sector and Entity callbacks onBoardersLand, onBoardingFight, onBoardersDefeated, onBoardingSuccessful
Client
- "Weak Ship" ship problem isn't shown in beginner areas where there are no persecutors
- Removed "not yet implemented" tooltip text for Boarding
- Reworked CrewUI to be more compact and show a lot more information
- Warnings and Errors are now also displayed in the "Chat" channel of the chat window
- Empty squads are greyed out in the controls on the left
- Updated Game Credits
Bugfixes
"As always, bug reports marked with [UBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
- Fixed an issue with the window that shows the most important, latest changes
- [UBR] Fixed wrong Sector constructor call in searchandrescue.lua
- [UBR] Fixed an issue in crew hiring UI where numbers could overflow
- Fixed an issue where clicking order buttons in strategy mode interfered with the selection
- Fixed an issue in strategy mode where the stop order didn't clear the visible line of the last order
- Fixed a crash in scrapyard script related to a mod example
- Fixed a crash when upgrade generator lua file gets messed up by mods
- Fixed a rare crash when shutting down server
- Fixed a crash when mods mess up mining lasers
- Fixed an issue where ships without captain would jump when ordered via map commands
- Fixed an issue where gyros with different orientations could be merged
- Fixed a rendering bug where Xanion and Avorion overlays weren't rendered correctly for some blocks
Mods
After several weeks of testing, Avorion Workshop support for mods is now live on the default branch! This update introduces big changes in the game's bowels to make modding as easy as possible for both modders and mod users. We believe that a sandbox game is only truly a sandbox when players have the ability to mod it. So we spared no expense and effort to bring you guys this update. We did our best to make it as easy as possible to use and create mods. To download a mod, simply subscribe to the workshop item. In the main menu, there is now a new window in Settings -> Mods, where you can enable all downloaded mods to your heart's desire. Keep in mind that mods can corrupt saves!
Creating Mods
Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders: General Introduction: https://wiki.avorion.net/Modding Modding Guide: https://wiki.avorion.net/Writing_your_own_Mod Mod Examples: https://wiki.avorion.net/Mod_Examples Avorion Internals Guide: https://wiki.avorion.net/Avorion_Internal_Architecture Modding Pitfalls: https://wiki.avorion.net/Modding_Pitfalls Debugging: https://wiki.avorion.net/Debugging_Scripts Best Practices: https://wiki.avorion.net/Best_Practices
Using Mods on Dedicated Servers
Dedicated servers download workshop mods configured in a new modconfig.lua file. Clients that connect to those servers will download mods automatically (without subscribing). More about that: https://wiki.avorion.net/Using_Mods_on_Dedicated_Servers
Full Update Notes
If you want to know everything about modding and using mods, check out the following patchnotes: https://steamcommunity.com/games/445220/announcements/detail/2894038190196982550 https://steamcommunity.com/games/445220/announcements/detail/1610512829589688080 https://steamcommunity.com/games/445220/announcements/detail/1599255098332107149 https://steamcommunity.com/games/445220/announcements/detail/1603759965330512367 https://steamcommunity.com/games/445220/announcements/detail/1600382809820613220
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Scripting API
- Sector "name" property is now writable
- Due to technical reasons the new designation is only sent whenever a player enters the sector
- Changing the name while players are in the sector won't change the name for those players
- Implemented a function in DockingPositions to delete asteroids and wreckages in docking ranges
- miningfield.lua and startsector.lua now delete obstacles in docking routes
- Client-side Player can now send inventory items via script chat message, and to different channels
- Function "onMouseEvent"'s parameter "pressed" is now a boolean instead of an int
UI
- Renamed caption of "Return" key to "Enter"
- Adjusted behavior of Numpad Enter to function the same as primary Enter
- Insta-Installing Upgrades from Systems Tab is now done with Shift
- Pinging upgrades in chat from Systems Tab is now possible using Ctrl
- Pinging turrets in chat from Ship Menu is now possible using Ctrl
- Pinging turrets/upgrades in chat from Equipment Dock is now possible using Ctrl
Bugfixes
- [UBR] Fixed an issue with backslashes in printed out profiling data
- [UBR] Fixed an issue where exiting build mode would sometimes not unpause the game
- [UBR] Adjusted Solar Panel and Light block durability to no longer be more cost-effective than other blocks
- [UBR] Fixed an issue where starting a new galaxy would regularly start with the drone being in a super-lit docking beam
- [UBR] Fixed a broken plural translation for Smuggler's suspicious goods
- "Too many messages" chat message restriction no longer appears in Singleplayer
- Fixed an issue with map search function and alliance info display
- Fixed a crash in server when start up fails
Hey guys, Good news! We've rolled out the beta of our Avorion Mac Version. This beta will be available for all upcoming versions and will also be available for BOTH the beta and the default branch of the game!
Please Report Bugs
Please remember that this is a fresh version of Avorion for MacOS, so there may still be some bugs or other problems around. If you encounter any issues, please report them to us: https://avorion.net/bugtracker/report.php We need your hardware specs and OS version, as well as a detailed description of what happened and what you expected to happen.
Have Fun Playing!
Other than that, please try out the Mac Version and if everything goes well, we'll set it live officially in the store soon! Happy playing!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Client
- Improved performance when shadows are active
- Added a profiling graph for client + server (admins only)
- Pressing F10 now prints out a JSON graph of the last few client frames, viewable in Chrome
- When inviting a player to your group, an info message pops up for the invited player
- Renamed "Leave Galaxy" button to "Main Menu"
- Added a description to scanner booster to what scanners actually do
- VSync and FPS limiting are now mutually exclusive
- Added social media links to main menu
Server
- Server doesn't start when mod loading fails
Scripting API
- Added a "layer" property for script UI elements
- Reworked code of singleinteraction.lua
- ScriptUI component just calls "showDialog" when calling "interactShowDialog" with the dialog window already open
- Avoids camera tilt on interact when already interacting
Bugfixes
- Fixed an issue where ships would get built faster than intended in shipyard
- [UBR] Adventurer only hails the player if they didn't already speak
- [UBR] Fixed lots and lots of cargo loot entities being created when dumping cargo
- [UBR] Fixed an issue where traders weren't spawned when players founded stations in remote sectors
- [UBR] Fixed an issue where stations that were set to "don't buy/sell" would still trade with players
- [UBR] Fixed some issues with the Bottan smuggling mission
- [UBR] Fixed several other exploits
- [UBR] Fixed several smaller bugs/crashes in scripts
Known Issues
- We are still working on FPS problems that are being reported by players.
- You can help us find those issues by using the above profiling tools that we added to the client.
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Scripting API
- Added scriptPath() function that returns the path of the currently executed script
- Entity is now serializable
- function Sector::belongsToFaction() now accepts strings as entity id
- Added Sector::exists() function
- Added note to docs about double-registration of callbacks
Bugfixes
- [UBR] Fixed turret beams and shots not being visible in some cases
- [UBR] PlayerId is now useable in scripts
- Fixed an issue where scraps of higher metals could be transported in freighters
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Independent turrets no longer fire when target is obstructed by allies
- When turrets are set to "Attack Target" and target is gone, they behave as if set to "Defensive"
- Applying empty plans is no longer possible because it would delete the ship
Bugfixes
- [UBR] Fixed tooltip layering issues in GalaxyMap
- [UBR] Fixed tooltips of saved ships rendering over ship costs in saved designs window
- [UBR] Fixed an issue where plans with double indices could get loaded cause problems
- [UBR] Fixed an issue where edge blocks were incorrectly merged
- [UBR] Fixed a performance issue in Galaxy Map
- [UBR] Fixed an issue where harvest fighters would try harvesting asteroids that were impossible to harvest
- Scripting API: Fixed Sector and Player not being able to receive tables as arguments when adding scripts
- Fixed several budget updates not being visible to players
- Fixed an issue where reconstruction tokens weren't properly removed from player's inventory
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Preamble
In this update we're introducing massive, massive changes to the asset loading system and the lua engine. We can't possibly test everything that could maybe go wrong, so please help us test and brace yourselves for more patches! Even though these patchnotes might not look like much, a lot has been going on in the engines roots. This update is probably the one that we spent the most work on in the last 12 months.
Mods
"We believe that a sandbox game is only truly a sandbox when players have the ability to mod it. So we spared no expense and effort to bring you guys this update. We did our best to make it as easy as possible to use and create mods."
- Implemented Workshop Mods
- Workshop Mods can be subscribed to and configured in-game in Settings -> Mods
- Achievements are disabled when using mods
- When logging into a server, Workshop mods can be downloaded automatically (without subscription)
Creating Mods
"Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:"
- General Introduction: https://wiki.avorion.net/Modding
- Modding Guide: https://wiki.avorion.net/Writing_your_own_Mod
- Mod Examples: https://wiki.avorion.net/Mod_Examples
- Avorion Internals Guide: https://wiki.avorion.net/Avorion_Internal_Architecture
- Modding Pitfalls: https://wiki.avorion.net/Modding_Pitfalls
- Debugging: https://wiki.avorion.net/Debugging_Scripts
- Best Practices: https://wiki.avorion.net/Best_Practices
- Multiple Mods can now easily modify multiple files, which is done by appending mods to the files
- Allows access to variables declared as "local" when extending files
- Many script files have been modified to support appending mods
- Assets, such as Textures or SFX, are shadowed instead of extended
- Modded files are loaded in a load order specified by mod dependencies
- ALL lua files (including library files) and almost all asset files can be modded
Using Mods on Dedicated Servers
- Dedicated servers download workshop mods configured in modconfig.lua file
- Servers can specify mods that are allowed on clients connecting to the server
- More details: https://wiki.avorion.net/Using_Mods_on_Dedicated_Servers
Client
- Client creates a moddata/ folder in settings folder for mods to save configs
- Added windows to configure and upload mods
- Added a window that warns when savegame altering mods are no longer enabled before loading a galaxy
- Replaced Scrapyard tab strings with icons
- Added particles quality setting
- Improved RAM management of unused resources
- Improved performance of ship preview UI elements
- Designs are now loaded on-click, no longer on-show
Server
- Added a command line option "--init-folders-only" to only initialize folders
- Improved error handling for saving of data to files
Misc
- Logging now prints to different files to ensure no one file gets too large
Scripting API
"Oh boy have we some patchnotes for you guys! We're only listing the most important changes, you can find the rest in the Scripting API."
- Added a "include()" function in addition to "require()" which also loads all mod extensions instead of just a single file
- Reworked a lot of files to be more easily moddable
- Added a max depth variable to printTable()
- Added a ScriptModManager API
- Added a string.join() function
- Implemented mod-specific scripts that run in global server environment
- sendChatMessage() and broadcastChatMessage() now also accept an Entity as sender
- Added UIGridSplitter, UIHorizontalLister, UIArbitraryHorizontalSplitter UI organizer classes
- Unified pirateattackstarter.lua and traderattackedbypiratesstarter.lua in sectoreventstarter.lua
- Added missing Descriptor getters for DockingPositions and TorpedoLauncher components
- Added "craftFaction" property to Player
- Added a table deepcopy() function
- When adding scripts into the same VM, the first added script is used whenever possible
- Client offers a "createDirectory" and "removeDirectory" function for inside "moddata/" folder
- Server offers a "createDirectory" and "removeDirectory" function
- Scripting API for scripts used by the game itself (Faction Map, Generators, etc.) now use Client/Server specific API
- Creating an Entity() from an ID that doesn't exist no longer prints errors to the log
- Creating a Faction() from an index that doesn't exist no longer prints errors to the log
- Massively reduced cases in which scripts would be set to "invalid" after erroneous execution
Gameplay
- Increased pause between 2 independent events to at least 10 minutes from 5
- Increased amount of money in traveler's stash
- Scrapyards now offer dismantling of turrets into parts
- Reduced the AI behavior where AI ships with high reach run from player ships indefinitely
- Reduced distance based on reach that the AI tries to keep between it and its target
- Increased time interval where the AI updates the waypoints around its target
Bugfixes
- [UBR] Fixed an issue with "invalid fighter stats" in fighter factory
- [UBR] Fixed several issues with faulty translations causing crashes
- Fixed several issues with screenshots and textures placed in non-ASCII paths
- Fixed several ssues with loading lua files or other assets from non-ASCII paths
- [UBR] Map commands jump range visualisation now works correctly for ships that can pass rifts
- Fixed some performance issues in flight AI
Known Issues
"Sadly, some things cannot be modded yet, because they're too deeply rooted inside the game's core engine. We're working on making those things moddable in the future as well."
- Some things like Materials, Rarities or Blocks cannot be modded yet
- We know of some issues where players experience lower FPS while mods are enabled
Ship Reconstruction
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out. The old insurance system was a compromise, and not a good one. Somewhat permadeath, but not really, yet you still lose enough that it caused beginners on titanium tier to ragequit. We needed a system where it is completely clear to players starting out that they CAN get their ship back, and where they DO after their first death (hence the first token is free). People try out the game, invest 3 - 5 hours in their first ship and then it gets destroyed, and it's not forgiven - at all. That's not fun, it's only frustrating. And when it's not fun, then it's not a good game.
Reconstruction Tokens
From now on, you can buy reconstruction tokens at repair docks, which will allow you to completely restore a destroyed ship. To avoid exploits, cargo and fighters (blueprints are restored!) are exempt from this. Reconstruction tokens cost about 20% to 30% of your ship's value, and the first token of each ship is free on normal and lower difficulties. Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will also repair your ship for free.
Quality of Life Changes
We're adding some more features that should make it easier and less obnoxious to start out in Avorion. Base crew size of ships is now doubled (from 4 to 8) and ships start out with a base crew on lower difficulties. In addition to that, we're drastically reducing artificial hyperspace calculation times (by 90%). Keep in mind that hyperspace calculation times have been introduced to mask sector loading and generation time, and it can still take a while until your target sector is ready. You should feel a drastic improvement for long jumps though!
More Changes
There are many other smaller improvements in this patch: UI Improvements such as smaller notifications on the bottom right and less annoying hint boxes, as well as a new block shape! To get the full list of changes, check out the patchnotes of this patch: https://steamcommunity.com/games/445220/announcements/detail/1609385662090749980
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early punished for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.
Reconstruction Tokens
"From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."
- New Item: Reconstruction Token
- Can be used at Repair Docks to reconstruct destroyed ships
- Can be bought at Repair Docks for 30% of the ship's value
- Must be bought in advance, BEFORE a ship is destroyed
- When founding a ship, players get 0 - 2 Reconstruction Tokens for free
- Easy, Beginner: 2
- Normal, Veteran: 1
- Hard, Difficult, Insane: 0
- Every player gets a free token for each existing ship
- Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes
- Empty Reconstruction Tokens can be bound to your current ship
Repair Docks
"Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will repair your ship for free."
- Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
- If you have a reconstruction token for your ship, you can't buy a second one for the same ship
- You can now reconstruct (read: respawn) your ships at Repair Docks
- Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
- But without cargo and fighters (duping & other exploit reasons)
- Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed
- After the insta-reconstruction, ships suffer minor structural damage
- Ships can only regenerate back to 80% of their health
- Repairing at a repair dock, in the build mode, or applying a plan fixes this
- Repair Docks now additionally repair for free when buying a reconstruction token
Balancing
"We're adding some more changes that are supposed to make starting out in Avorion a little easier."
- Increased base crew size of ships to 8 (from 4)
- When founding a ship, a basic crew is added to the ship
- Easy, Beginner, Normal: 8 Crewmen
- Veteran: 4 Crewmen
- Hard, Difficult, Insane: 0 Crewmen
- Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)
- Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
- Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)
- Increased money rewards for missions, events and stashes
- Reduced distance-related artificial hyperspace calculation time by up to 90%
- Longer jumps should take a lot less long to calculate
- Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.
Gameplay
"Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"
- Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
- Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
- AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
- Insurance is now a station-only feature
- Added a new block
- Block comes in 2 variants since it can't be mirrored onto itself
- Refine ai now blocks if there is no refinery present and reminds players every 10 minutes
UI
"Some cleaning up of the UI."
- Reduced size of bottom right notifications
- Updated some permission descriptions for alliances
- Added a window to tell you after dying that you can reconstruct a ship
- Updated loading screen tips and hints to fit new reconstruction mechanic
- Improved overall hints to be less annoying
- Hyperspace cooldown bar is no longer visible when fully charged
- Programmed-Velocity bar is no longer visible when using mouse steering
- Added a 60s pause between hint boxes when clicked away
- Ship problems are highlighted more prominently
- Block HP can now be shown in building mode
Scripting API
- Added access to several new properties of ShipInfos
- UseableItems now can have multiple custom parameters passed on construction
- When setting scriptable object values via "setValue()" on server, those values are synced to clients now
Mining in other sectors
"After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"
- [UBR] Fixed an AI error preventing mining ships from mining while players were in another sector
Bugfixes
"Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
- Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
- [UBR] Fixed a hang/crash in refine ores AI
- [UBR] Fixed wrong relations in crewboard for crew transport
- Fixed wrong tooltips on galaxy map checkboxes
- [UBR] Fixed discrepancy between tooltip and mining system
- [UBR] Seeker missiles no longer get extreme speed boosts from their parent craft
- Improved stability of server when files are corrupted
- [UBR] Fixed notification tooltips being rendered under other notifications
- [UBR] More Loot is now dropped in bigger packages instead of more packages
- [UBR] Fixed several bosses attacking during dialogs
- [UBR] Fixed several issues where players could get attacked in the loading screen
- [UBR] Ships defending sectors now get more turrets
- [UBR] Fixed desync between client and server when docks push away things
- [UBR] Fixed desync when collecting loot
- Fixed a rare crash when updating the background ship database of a faction
- [UBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
- Fixed an issue where removing blocks from damaged ships would return too many resources
- [UBR] Fixed an exploit when claiming asteroids
- [UBR] Fixed wrong tooltip when trying to buy crewmen with too bad relations
- Crew profession designations use plural correctly
- Fixed several minor issues in scripts
- [UBR] Fixed energy priority hint being visible even after window was closed
- [UBR] Fixed a crash for Ryzen CPU users
- [UBR] Fixed an issue where the wormhole to the core respawned immediately after its timer elapsed
- [UBR] Fixed some issues that prevented harvesters of AI factions from harvesting
- [UBR] Fixed an issue where keyboard keys could get stuck
- Fixed players paying for mines when founding fails for some reason
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
UI
- Added a 60s pause between hint boxes when clicked away
- Ship problems are highlighted more prominently
- Block HP can now be shown in building mode
Bugfixes
- Crew profession designations use plural correctly
- Fixed several minor issues in scripts
- [UBR] Fixed wrong shading of twisted block shape due to wrong normals
- [UBR] Removed wrongly added armor types for new block shapes in Naonite, Xanion and Avorion
- [UBR] Fixed energy priority hint being visible even after window was closed
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"Refining the reconstruction system some more to make it less exploitable."
- After the insta-reconstruction, ships suffer minor structural damage
- Ships can only regenerate back to 80% of their health
- Repairing at a repair dock, in the build mode, or applying a plan fixes this
- Repair Docks now additionally repair for free when buying a reconstruction token
Balancing
"This one was meant to be released with 0.22.0 - ooops. Hyperspace engine cooldown already limits travel speed, so we're reducing the artificial calculation time. Keep in mind that jump calculation time masks the time it takes for the game to generate new sectors or load sectors from disk, so times may vary wildly."
- Reduced distance-related artificial hyperspace calculation time by up to 90%
- Longer jumps should take a lot less long to calculate
- Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.
Scripting API
- When setting scriptable object values, those values are synced to clients now
Bugfixes
- Fixed a rare crash when updating the background ship database of a faction
- [UBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
- [UBR] Fixed ships still being reconstructable after selling them to scrapyards
- [UBR] Fixed non-wrecked player ships being salvageable
- [UBR] Fixed reconstruction tokens not being removed from inventory after founding a station or selling the ship at a scrapyard
- [UBR] Fixed wrecked player stations not being salvageable
- Fixed an issue where removing blocks from damaged ships would return too many resources
- [UBR] Fixed turrets and upgrades being untransferrable between alliance and players
- [UBR] Fixed reconstruction tokens not being renamed when a ship is renamed
- [UBR] Fixed an exploit when claiming asteroids
- [UBR] Fixed several issues when buying reconstruction tokens for alliance ships
- [UBR] Fixed wrong tooltip when trying to buy crewmen with too low relation
Hey everyone!
Deaths in Avorion
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early punished for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.
Beta Branch Patch
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Reconstruction Tokens
"From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."
- New Item: Reconstruction Token
- Can be used at Repair Docks to reconstruct destroyed ships
- Can be bought at Repair Docks for 30% of the ship's value
- Must be bought in advance, BEFORE a ship is destroyed
- When founding a ship, players get 0 - 2 Reconstruction Tokens for free
- Easy, Beginner: 2
- Normal, Veteran: 1
- Hard, Difficult, Insane: 0
- Every player gets a free token for each existing ship
- Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes
- Empty Reconstruction Tokens can be bound to your current ship
Repair Docks
"Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money."
- Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
- If you have a reconstruction token for your ship, you can't buy a second one for the same ship
- You can now reconstruct (read: respawn) your ships at Repair Docks
- Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
- But without cargo and fighters (duping & other exploit reasons)
- Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed
Balancing
"We're adding some more changes that are supposed to make starting out in Avorion a little easier."
- Increased base crew size of ships to 8 (from 4)
- When founding a ship, a basic crew is added to the ship
- Easy, Beginner, Normal: 8 Crewmen
- Veteran: 4 Crewmen
- Hard, Difficult, Insane: 0 Crewmen
- Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)
- Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
- Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)
- Increased money rewards for missions, events and stashes
Gameplay
"Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"
- Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
- Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
- AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
- Insurance is now a station-only feature
- Added a new block
- Block comes in 2 variants since it can't be mirrored onto itself
UI
"Some cleaning up of the UI."
- Reduced size of bottom right notifications
- Updated some permission descriptions for alliances
- Added a window to tell you after dying that you can reconstruct a ship
- Updated loading screen tips and hints to fit new reconstruction mechanic
- Improved overall hints to be less annoying
- Hyperspace cooldown bar is no longer visible when fully charged
- Programmed-Velocity bar is no longer visible when using mouse steering
Scripting API
- Added access to several new properties of ShipInfos
- UseableItems now can have multiple custom parameters passed on construction
Mining in other sectors
"After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"
- [UBR] Fixed an AI error preventing mining ships from mining while players were in another sector
Bugfixes
"Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
- Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
- [UBR] Fixed a hang/crash in refine ores AI
- [UBR] Fixed wrong relations in crewboard for crew transport
- Fixed wrong tooltips on galaxy map checkboxes
- [UBR] Fixed discrepancy between tooltip and mining system
- [UBR] Seeker missiles no longer get extreme speed boosts from their parent craft
- Improved stability of server when files are corrupted
- [UBR] Fixed notification tooltips being rendered under other notifications
- [UBR] More Loot is now dropped in bigger packages instead of more packages
- [UBR] Fixed several bosses attacking during dialogs
- [UBR] Fixed several issues where players could get attacked in the loading screen
- [UBR] Ships defending sectors now get more turrets
- [UBR] Fixed desync between client and server when docks push away things
- [UBR] Fixed desync when collecting loot
Known issues
"We are currently getting a lot of crash reports from Ryzen users. We're actively working on fixing this problem, and we hope that we already found a solution in this patch. We haven't managed to reproduce this crash on our own machines, so we're currently only guessing what causes this. Hang in there, we're aware and working on it!"
- [UBR] Hopefully fixed a crash for Ryzen CPU users
- We know about this and we're working on it, hang in there!
Hey guys,
The Boxelware Team wishes everyone a happy easter! We hope that you can enjoy a few days with your families.
We also have an anouncment: Avorion's soundtrack is now available as DLC from the store page! If you like the music, check it out!
Have fun!
Hey, guys!
As already mentioned last week we are currently working on several updates at the same time. And one of them is finished now! The Mining Update is now live on the default Branch!
Mining Changes
We have revised the mining system so that it feels more like the actual mining of raw materials. The most efficient mining lasers no longer convert the mined asteroid directly into resources, but drop ores to be refined at any resource depot. They also deal 100% more damage! And on top of that we increased the amount of ores in asteroids by 33%. With this new system, using a specialized ship, you will make a lot more resources a lot faster by mining than with the old system. Also don't worry: Using the galaxy map commands of the last update, you can tell your AI ships to mine ores and have them refined afterwards, so you can have your AI ships do the heavy lifting for you!
R-Mining/Salvaging Lasers
From now on, in addition to refining harvesting lasers (the ones that you know already) there will be a new kind of harvesting laser: R-mining and R-salvaging lasers, that drop ores from asteroids and scrap metal from other blocks. Old harvesting lasers will have lower efficiencies, whereas the new R-mining lasers will have extremely high efficiencies (up to 99% for mining lasers!) and double the damage of the old harvesting lasers. The dropped resource ores and scrap metal can then be refined at a resource depot for a small fee (1% at good relations, 10% at very bad relations). With the new transporter block and the associated transporter upgrade, fighter squadrons can also collect ores and scrap metal, so have fun building a harvester!
Music & New Icons
Per Kiilstofte and Hannes Kretzer have created new music for us which can now be heard in the game! There is new music for battle scenes and 6 new background soundtracks. In addition, we've expanded the game's sound engine to play music that matches the mood of the sector. Since we have also been asked many times: You can look forward to Avorion's Soundtrack being available as a DLC soon. Also: With this update we finally replace the placeholder icons with our own icons! We hope you like them as much as we do!
New Death Behaviors
Deaths in Avorion happen daily. So far, however, it was not always immediately clear why your ship got destroyed. With the new behavior we want to add more clarity. We have therefore introduced a death animation that shows what's happening to the ship for a few seconds (and gives you time to curse that darn asteroid!). To further cushion your ship's death, you're not immediately reset to your reconstruction site, but are first placed into the drone and briefly invulnerable. Only when the drone has been destroyed and there are no more flyable ships in the sector, you will be returned to your reconstruction site.
Balancing
With this update we're changing the ship founding fee a bit. We had tested a money fee on the beta branch, but we are now discarding it with this update. Instead of just costing iron as before, the material tier increases with the number of founded ships. And of course the starting block will be from the paid material. Since we're getting regular feedback from you that crew costs too much, we want to reduce the regular crew expenses with this update. So from now on a ship needs less mechanics and engineers and additionally we have drastically reduced the regular salary.
Other Improvements
Of course we also continue our work on other, more general improvements. So the update brings a better flight behaviour of the AI, which can now also fly through denser asteroid fields without getting stuck. The first time you restart the game after an update, you will be informed in a window about the most important changes. Furthermore we have added new warnings, which show reasons for performance problems. A detailed overview of all changes can be found in the patch notes: https://steamcommunity.com/games/445220/announcements/detail/1755745676234588952 https://steamcommunity.com/games/445220/announcements/detail/1800782304064808922 https://steamcommunity.com/games/445220/announcements/detail/1796279341331193929 https://steamcommunity.com/games/445220/announcements/detail/1772637976569115010 https://steamcommunity.com/games/445220/announcements/detail/1772637976603397571
Hey everyone! Quick Update on what we're currently working! We actually have multiple updates in the pipeline, and we're ready to tell you about them :) You can expect most of these to arrive in the next weeks.
Mining Update: Finishing Touches
Right now we're adding the finishing touches to the mining rework, and we hope to set it live very soon! We were struggling with some AI issues that were introduced with the new harvest-specific AI, that was already performing a lot better than before, but, being a new kind of AI, had some starter issues. Those issues have been resolved and we're in our final testing phase.
Large Update 1: Workshop Mods
The first update we're working on right now is workshop mods. Some of you may already have discovered a new "Mods" category in the workshop - we're restructuring modding so that we can easily allow plug-and-play mods you can simply download from the workshop without having to modify any files. Apart from some small issues, this update is almost finished, and we want to set it live on the beta branch as soon as we can!
Small Update 1: Energy Cooling Rework
We want to rework the way that energy cooling of turrets works. It won't be a mega ground-breaking change, but we found that there are some issues, such as some turrets requiring MASSIVE amounts of energy and so on.
Small Update 2: New Block Shape
People have asked us a lot of times about a new block shape, and we can finally tell you that it's coming! This is what we're talking about: https://imgur.com/tShfTsa We ran into a few issues with this (such as it not being mirrorable onto itself, so we need 2 versions of it) but we're finished and the builders of our community can rejoice!
Small Update 3: Improved SFX
We're also working on a lot of improvements on the sound effects of the game. We're adding more SFX, improving the sound of SFX by adding better effects depending on distance, etc. and we're working together with SFX professionals to improve the general sound scape of Avorion.
Large Update 2: Boarding
And the second LARGE update that we're currently working on is: Boarding! You will finally be able to set those boarders to use! Together with boarding, we'll also add a few improvements to crew handling, especially crews for large ships, which can be a pain to manage. We've got some exciting changes for those, so stay tuned for more updates! Have fun everybody!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Improved pathfinding if an obstacle is directly in front of the target location
- Improved Harvesting AI
- Now takes the turning speed of turrets & ship into account
- Improved flight behaviour if the ship is stuck or out of range
- Mine/salvage ai now warns and stops if there is no cargo space and no ores/scrap metals on board
- This prevents infinite mine/refine loops that warn every second
- Mine/salvage ai now detects if non-refining fighters are used
Misc
- Font size and height of console is now configurable in client.ini
- Added error message when using r-mining and salvaging lasers if the cargo bay is full
Scripting API
- Added a trim() function
- Added a is_type() function to utility.lua
- Removed GenerateTurretTemplate() API function since it only redirected into script turret generator anyways
- Added getSquadHasRawMinersOrSalvagers(squadIndex) to hangar script api
Bugfixes
- Fixed a crash in Server
- Fixed a crash in Material when multithreading
- Fixed some crashes in mine, salvage and refine scripts
- Fixed a rare crash in turret factory
- Fixed an issue where the calculation of the price a station pays for goods was wrong
- Fixed a rare lua crash in xsotan attack event
- Fixed a rare crash in resource trader window
- Fixed an issue in crew transport when loading a galaxy
- [UBR] Docking distance for transferring crew, cargo and fighters is now consistent
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Travelling resource merchants can no longer refine ores, since they can jump away without warning
- Individual blocks of drones can no longer be destroyed as that could result in players getting stranded
- Transporter Upgrade can only be installed permanently to avoid confusion
- The bonuses are only applied when it's permanently installed anyways
- Improved Harvesting AI
- Harvest ai can now evade through small entities less than 5% of the ship's mass when stuck
- Harvest ai can now free itself better when it gets stuck
- Your ship's hyperspace animation is now reliably shown
- AI-Owned entities that fly too far from the sector center (250km) and player (100km) are deleted
- Founding a station is not possible when 230 km from the center of the sector or further
New Death Behavior
"We updated some behaviors when players are destroyed. Since destruction is already very punishing in Avorion, we're introducing a few changes to how players are treated after their ship is destroyed."
- Player is now placed in his drone on ship destruction
- Player is only returned to his reconstruction site once his drone gets destroyed and there are no other ships to fly
- Players can now switch to any craft from the drone
- Added a delay of a few seconds until player is placed in a new ship after destruction
- Added a delay of a few seconds until player is moved to his reconstruction sector after destruction
- Player's drone is invincible for 20 seconds on respawn
Balancing
"With the introduction of the ship founding fee, we wanted to move the costs of ships and fleets more towards founding. We're reducing crew costs to actually MOVE the costs instead of only adding new expenses."
- Reduced crew salary (must be paid every 3h)
- Standard crewman: 80 -> 50
- Engineer: 150 -> 100
- Gunner: 300 -> 200
- Miner: 300 -> 200
- Mechanic: 150 -> 100
- Pilot: 500 -> 300
- Security: 500 -> 300
- Attacker: 750 -> 400
- Sergeant: 750 -> 400
- Lieutenant: 2.000 -> 1.500
- Commander: 5.000 -> 2.500
- General: 10.000 -> 5.000
- Reduced required crew
- Engineer: Reduced required engineers by 50% for Thruster and Engine blocks (Shield Generators remain the same)
- Mechanic: Reduced required mechanics by 50%
- Transporter Upgrade supports fighter cargo pickup at 'Rare' or higher, down from 'Exceptional'
UI
- Updated several in-game hints
- Improved german localization for some dialogs
- Crew transfer text boxes are now emptied when clicked
- Crew and Cargo transfer text boxes are reset to default value if window is closed and reopened
- Improved the in-game variant of the game console
- Implemented different colors for client/server normal/error/lua/lua error output
- Exiting strategy mode is now more consistent with camera position
- Added problem indicators when a ship has transporter blocks, but no transporter upgrade or vice versa
- Added problem indicators when a ship uses R-Mining fighters but doesn't have a functioning transporter for them to pick up ores
- Made coloring for permanent installation bonuses of upgrades clearer
- Updated some loading screen tips with bad grammar
- Added tooltips to clarify that crews have to be paid every 3 hours
Scripting API
- Added localRect, localCenter and localPosition properties for UI Elements
- Added documentation for '_restoring' global background variable in initialize()
- Added onCrewLootCollected script callback
- Added a "selected" variable to /run command
Bugfixes
- [UBR] Fixed an issue where burst fire for railguns and cannons wasn't available
- [UBR] Fixed an issue where UI of crew tab would get reset regularly
- [UBR] Fixed overly long bars in crew transfer menu
- [UBR] Fixed a bug where AI ships that should refine ores would get stuck when using transporters
- [UBR] Fixed a bug where AI ships that should refine ores would get stuck when refinement would take a long time
- Fixed a crash when fighters collect loot for their mothership
- Fixed a crash in turret building state
- Fixed a crash when a block update for a non-existing block is received
- [UBR] Turret AI can no longer see hidden resource depots in asteroids when the mothership can't either
- Mining-Turret AI no longer tries to attack asteroids it can't mine due to material restrictions
- Fixed a crash in server when the factions index was corrupted by a broken save
- Mining AI no longer tries to mine asteroids it can't mine due to its laser material being too low
- [UBR] Fixed an issue where ships would continue flying on sector change, smashing into objects potentially
- [UBR] Fixed several issues where Harvesting AI would get stuck
- [UBR] Fixed missing sound effect for salvaging lasers
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Transporter Systems With 'Exceptional' or higher rarity now allow fighters to pick up loot for their mothership
- Transporter Block is still required for this to work
- Founded ship first block is now the same material as the material costs required to found it
UI
- Slightly increased item size in building window
- Adjusted main inventory grid size to fit SystemsTab grid size
- Adjusted mechanics crew icon to be more easily distinguishable from engineers
Bugfixes
- [UBR] Scripting API: Fixed an issue with CargoBay not being synced to client when removing cargo by name
- [UBR] Fixed typo in a music track name
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Transferring a ship to the alliance requires the alliance to pay the difference in founding fee
Balancing
- Increased range of r-mining lasers and r-salvaging lasers by 100%
- Ship founding costs are now capped at 10m
UI
- Added a warning icon on the top left when computer is low on memory
- Added a warning icon for performance when founding 25th or more ship
Bugfixes
- [UBR] Fixed a crash in building mode when a field in quick selection was empty
- [UBR] Fixed a crash in building mode when exiting turret building mode
- Fixed an issue with rendering of shipyard costs when player isn't in a ship
- Fixed a crash in alerting of absent players when alerting them in a sector with unowned objects
Known issues
"We know that fighters of carrier miners are unable to pick up ores. We're working on this!"
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Mining Rework
"We reworked mining to make it feel more like actual mining, and less like just shooting rocks until you're rich. So the most efficient mining lasers no longer refine ores and you'll have to ship them to a refinery yourself. In order to avoid massive complexity in the beginning, we left refining mining lasers in there, like for example for the drone."
- Resource Asteroids carry 33% more resources
- Added new weapon types: Raw mining lasers, Raw salvaging lasers
- Previous mining + salvaging lasers are now refining mining/salvaging lasers
- Raw mining lasers deal 200% damage compared to refining mining lasers
- Efficiency Changes (lowest to highest rarity & possible rate):
- Raw mining lasers have very high efficiencies of 57% - 99%
- Reduced efficiencies of refining mining lasers to 11% - 18% from 5% - 75%
- Raw salvaging lasers have efficiencies of 5% - 40%
- Reduced efficiencies of refining salvaging lasers to 7% - 14% from 8% - 36%
- Mining lasers of the drone remain unchanged
- Raw lasers drop Raw Ores or Scrap Metals
- Raw Ores and Scrap Metals ...
- - are trading goods that require a cargo bay
- - cannot be used as a currency yet
- - cannot be stored in the global bank
- - must be refined into resources before they can be used
- - can be sold to merchants
- Added a refinery option to all Resource Depots
- Refinery refines ores and scrap metals to resources 1:1
- Refinery takes a small tax of 1 to 5%, based on relations
- Added new asteroids with very high-value, hidden resource depots in their center block
- Can be detected with mining upgrade (Auto-mining-ships need this to find them, too)
- Added AI-ship commands for refining ores and metals on board
- Amount of resources in asteroids is now only visible with a mining system installed
Audio
"Per Kiilstofte remade the entire combat music for Avorions. He's the mind behind Avorion's previous combat music, but we worked together and he wrote a completely new soundtrack specifically for Avorion! On top of that, Hannes Kretzer made six new background tracks for Avorion, too! With this update, you can enjoy all those new tracks in-game!"
- Added 6 new background ambience tracks (Thanks Hannes!)
- Replaced old combat music with new combat music (Thanks Per Kiilstofte!)
- Ambient music is now mood-oriented based on which sector the player is in, and no longer completely random
- Increased length of silence between tracks to at least 90 seconds
Gameplay Changes
"There have been some other gameplay updates, which are not directly related to mining."
- Delivery missions no longer give players dangerous or illegal goods
- Dangerous goods are no longer a concern if player's relations are "Admired" (>80.000)
- Ships that are ordered to fly through gates now wait if the path is blocked
- Harvest AI now only uses armed turrets if no salvaging turrets are available
Balancing
"There have been some other balancing updates, which are not directly related to mining."
- Destroyed blocks and crafts now drop scrap metal & ores in addition to refined resources
- Smoothened out probabilities of resource types in asteroids
- Less low-tier materials are less likely to be spawned in high-tier material regions
- Only the latest 3 tiers of available materials are used for ships, turrets, etc. to avoid obsolete technology appearing where it doesn't belong (ie. Iron AI ships in Xanion territory)
- Increased production time by 300s for ships at shipyards when a crew is requested
- Increased costs of crews at shipyards by +50%
- Fast moving AI ships no longer damage player-owned ships if they're more than twice as fast
- Changed relation status ranges:
- Friendly: 15.000 - 30.000 (from 5.000 - 15.000)
- Good: 30.000 - 60.000 (from 30.000 - 40.000)
- Excellent: 60.000 - 80.000 (from 40.000 - 70.000)
- Admired: 80.000 - 100.000 (from 70.000 - 100.000)
- Captains now cost 15.000 Credits, up from 7.500
- Hiring Pilots, Boarders or Commanders now requires relations of at least 'Friendly'
- Hiring Generals or Captains now requires relations of at least 'Good'
Ship Founding
"Founding Ships now costs an initial fee, that starts out very low and increases with every new ship. We want to move large (!) fleets more into mid- or late game, while giving new players more incentive to push for higher-tier materials. As long as we don't have good sinks for large amounts of resources, we're still very careful with exponential fleet growth and the snowballing that comes with it. That's just a nightmare to balance. We've seen how much money players tend to have in late game stages and we think these costs are fair. They're also subject to change based on your feedback, so get playing!"
- Note: Ship fees are based on how many ships you HAVE right now, not how many ships you founded so far.
- When one of your ships gets destroyed, the founding fee also goes down again
- Ships 1 - 3 now cost 500 Iron and 0, 0, 1.000 Credits respectively
- Ships 4 - 6 now cost 500 Titanium and 5.000, 10.000, 20.000 Credits respectively
- Ships 7, 8 now cost 500 Naonite and 50.000 and 100.000 Credits respectively
- Ships 9, 10 now cost 500 Trinium and 200.000 and 500.000 Credits respectively
- Ships 11 - 15 now cost 500 Xanion and 750.000, 1m, 1.5m, 2m, 2.5m Credits respectively
- Ships 16 - 20 now cost 500 Ogonite and 3m, 3.5m, 4m, 4.5m, 5m Credits respectively
- Ships 21 and more now cost 500 Avorion and 1m more per ship, with costs increasing by 1m for every 10 new ships
UI
- Replaced all icons in-game that were only used as placeholders
- Added icons & tooltips for uncollectable loot that show why loot is uncollectable
- Added an alert when pirates attack a sector without players but with player ships
- Added an alert when xsotan attack a sector with an unmanned player ship
- Cargo amount in cargo tab is now displayed with dots for better readability
- Improved clarity of discard blocks button text and tooltip
- Added a warning window when a player is about to delete his ship in the build mode
- Implemented warning symbols at the top left of the screen when ping or server performance is bad
- Galaxy map is now updated correctly when a player ship jumps to an unknown sector
Misc
- Implemented a window that shows the latest important changes of the mining update
- Added a window that shows patchnotes when there has been an update
- Improved refreshing of positions of objects around the player ship and its targets
- This fixes several sync-issues, like loot following the player ship or objects not taking damage
- Renamed factories with ambiguous names, i.e. factories that use a production result in their name and have more than one result
Client
- Networking is now done asynchronically on client
- Pings are more frequent (10 per second) and server answers them immediately, not during update loop (avoids inaccurate pings)
- Improved performance and accuracy of pings (now shows network time only, no longer influenced by update frequency)
Server
- Fixed an issue where sometimes server started to hang for everybody when a single player caused large amounts of traffic
- Fixed an issue where server started to hang for everybody when a single player applied a very large craft plan
Scripting API
"With the mining rework, we also moved our turret, weapon and fighter generation code to scripts for more transparency and easier modification through modders."
- Moved turret, weapon and fighter generators to scripts
- Added a ProgressBar UI element
- Added getters for amount of different entities in Sector
- Bosses can now be associated with music tracks
- Added access to Music API
- Added function invokeFunction() to client-side Player
- Added a getter for the player's craft's faction on the client
- Added a getter for controlling faction in Galaxy
- Added getters for local & nearest faction in client-side Galaxy
- Added estimates to sector templates about number of generated stations and ships
- Fixed several issues where text would be wrongly aligned when set to Center
- Added a fitIntoRect() function to Picture
- sendChatMessage() function of Faction, Player and Alliance now allows entities and NamedFormat as sender
Bugfixes
"As always, bug reports marked with [UBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
- Fixed a crash when multiple entities were being pushed away by stations
- Fixed a wrong callback being called when player changes group
- [UBR] Fixed shot size not scaling with weapon size
- [UBR] Fixed an issue where torpedoes could be entered by players, leading to a crash
- [UBR] Fixed an issue where loot would follow the player ship indefinitely without actually being picked up
- [UBR] Fixed an issue where objects (mostly asteroids, wrecks) would be in the wrong position
- [UBR] Fixed an issue where objects (mostly asteroids, wrecks) wouldn't take damage
- [UBR] Fixed an issue where loot drops for alliance ships were reserved for the players piloting it
- [UBR] Fixed custom turret design shot colors not being applied to missiles
- Fixed an issue where shield sounds were played in menus or loading screen
- [UBR] Fixed an issue where scrolling down in the building quick selection caused items to become hidden
- [UBR] Fixed an issue where turrets in the quick selection in building mode were reset when opening the building inventory
- Fixed flickering of faction areas on map when an update of the area comes in
- Fixed an issue where cargo loot would still "lock on" to ships and follow them even if their cargo bay is full
- Fixed an issue where station titles in chat messages weren't translated correctly
- Fixed an issue where crew costs were wrong at shipyards
- Fixed an issue where client would wait for a 30 second timeout when connecting to a local server in Steam Offline Mode
- [UBR] Fixed an issue where players with a space in their name could not be invited to trade
- Fixed an issue where the ship's order icon wasn't reset when entering a craft
- Fixed an issue where ai factions would get coaxial turrets
"We reverted yesterday's changes to captains from the previous version of this patch. We didn't think that change through and it wouldn't have achieved what we wanted to achieve anyways (which is getting exponential growth of mining fleets & passive income a little more under control). We still want to make fleets somewhat more mid- and late-game focused, but not at the cost of early game becoming a mindless grind."
Gameplay
- Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
- Fighters approach their target slower and fly away later
UI
- Crew salaries are now visible as tooltips in Fleet Tab
Bugfixes
- Fixed an issue where mining fighters would generate less revenue without a player in the sector
- Fixed an issue where Xsotan were not attacking
- Fixed an issue with scrolling in quick selection
After reviewing your criticism we decided to roll back the update 0.20.5 due to a very specific issue: Captains now costing lots and lots of upkeep. This made it impossible for players with fleets of lots of small ships to keep up financially, potentially leaving their ships stranded without crews and screwing up their saves. We apologize if this patch resulted in crews leaving your ships, we rolled it back as soon as we realized what damage it could do. We wanted to push fleets and fleet management a little more to mid and late game, because we feel that that's the place for it, not early game. Early game in Avorion should be focused on building and improving your first ship. What we underestimated, is how many players there are who had already built ships and fleets in the early game and how this change impacted them. Nobody likes grinding, and we do want you to be able to automate some tedious tasks towards mid and end game. So this change has nothing to do with us wanting you to grind even more. Automation, especially with the latest update, has become a very important gameplay pillar in Avorion and is here to stay. (Just please keep in mind that having hundreds of ships is not possible due to hardware and engine restrictions, the game engine simply isn't made for that kind of simulation.) We stand with what we think about early, mid and late game and we will be looking into making fleets more of a mid, late or end game focused feature, but not at the cost of having the early game be a tedious grind, because nobody wants that. Instead, we want to give you more challenges to overcome, sinks to invest your resources into, and to give you goals you can work towards.
To get the rolled-back version, please restart Steam.
The update has been rolled back since it screwed up existing saves and fleets. We're currently preparing a statement as to why we did what we did and what our current struggles with Avorion are. We still want to push automated miners more into mid/late game, since we're facing a few long-term issues with passive income starting at a very early stage. But we realize that this patch was too premature to be released and we apologize for any inconveniences.
EDIT: THE UPDATE HAS BEEN ROLLED BACK
The update has been rolled back since it screwed up existing issues. To get the rolled-back version, please restart Steam. We're currently preparing a statement as to why we did what we did and what our current struggles are. We still want to push automated miners more into mid/late game, since we're facing a few long-term issues with passive income starting at a very early stage. But we realize that this patch was too premature to be released and we apologize for any inconveniences.
Gameplay
- Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
- Fighters approach their target slower and fly away later
Balancing
"With the new update, players now have a tendency to build a lot of ships and abuse things like automatic mining very early. We don't want to inhibit you from automating some things, but we want to raise the bar a little for automated ships in the early game. So we're adding some static costs to captains and increase the difficulty to get them a little, to make automated ships more the mid- to late-game feature they are meant to be."
- Captains now cost 75.000 Credits
- Hiring Pilots now requires relations of at least 40.0000 (Excellent)
- Hiring Boarders now requires relations of at least 40.0000 (Excellent)
- Hiring Commanders now requires relations of at least 40.0000 (Excellent)
- Hiring Generals now requires relations of at least 40.0000 (Excellent)
- Hiring Captains now requires relations of at least 70.0000 (Admired)
UI
- Crew salaries are now visible as tooltips in Fleet Tab
Bugfixes
- Fixed an issue where mining fighters would generate less revenue without a player in the sector
- Fixed an issue where Xsotan were not attacking
- Fixed an issue with scrolling in quick selection
Pathfinding + Flying AI
We improved the pathfinding and flying AI, so now ships will fly full speed and use boost whenever they safely can. They will also maneuver a lot smarter, for example through sectors with lots of objects like asteroid fields. Keep in mind that this will make the game harder, since you won't be able to run from enemies as easily as before!
Mining + Salvaging AI
We added improvements to the AI for harvesting, ie. mining and salvaging. Before, this was done by the same AI that's responsible for attacking enemies, making mining look silly and be rather inefficient. We've now implemented a separate AI for harvesting, which will improve some behavior of miners and salvagers a lot.
Player Fleet Window
We reworked the player fleet management window. Aside from obvious layout and overview improvements, it can now display every ship's plan so you can easily see which is which. You can also rename your ships in this window now, and it shows you what each ship is doing, and where it is - including a button to show you on the map.
Inter-Sector-Communication
This is one of the main reasons the update took so long and this technical background will probably mostly interest modders or other Avorion-tech-enthusiasts: We've been laying the ground work for calling functions and executing code between sectors. Scripts from one sector will now be able to call functions in scripts of another sector. This wasn't possible at first, due to the asynchronous structure of the Avorion server and its simulation. But this will lead to a lot of great features, like...
Remote Commands & Queues
The above groundwork allowed us to do the following: Inter-Sector commands for ships! You can now command ships over the galaxy map even when they're not in the same sector as you. But that's not all: We're also adding command queues, so you'll be able to order your ships to fly to one sector, mine asteroids, trade goods or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well, so you can now have ships doing more complex things all over the galaxy.
Improved security and Modding
VERY IMPORTANT INFORMATION FOR MODDERS AND SERVER ADMINS: We've added extra security for calling functions remotely, THIS WILL BREAK YOUR OLD MODS if you're using client-server remote invocations. Check out the patch notes for 0.20.0 for more details!
More and More Improvements
We added lots and lots of other improvements as well, including - Massive performance improvements while saving sectors - Map improvements (you can toggle various features of the map on/off) - Auto-reloading of torpedoes - Transporters for long-distance interaction with stations - Alliance map editing rules To see the full log of changes, check out the patchnotes below:
Full Patchnotes
You can find the full patchnotes posts here: https://steamcommunity.com/games/445220/announcements/detail/1736603828382199440 https://steamcommunity.com/games/445220/announcements/detail/1737729374513583078 https://steamcommunity.com/games/445220/announcements/detail/1701699309006895212 https://steamcommunity.com/games/445220/announcements/detail/1701698220997927027 https://steamcommunity.com/games/445220/announcements/detail/3225038806769208976 https://steamcommunity.com/games/445220/announcements/detail/1702821402270802571 https://steamcommunity.com/games/445220/announcements/detail/1701694867577204850
This time the patchnotes aren't long, but all the more important! We could finally fix one pesky bug that's been with the game since the very beginning, and we finally managed to reproduce it! We also improved some issues with server performance when sectors with lots of activity or blocks were unloaded. We're also planning to set the update live to the default branch early next week! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Misc
- Improved server performance a lot when sectors are being unloaded
- This fixes some hangs that could take over 30 seconds and more
Bugfixes
- [UBR] Fixed an issue where ships would keep flying during loading screen, crashing into things
- [UBR] Fixed an issue where craft portraits would contain messed up pictures on AMD
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Removing upgrades at enemy equipment docks is no longer possible
UI
- Improved readability of cargo amounts
Scripting API
- Added Version class
- Added GameVersion() function that returns the version of the game
Bugfixes
- [UBR] "Attack Enemies" orders given to stations via map commands are now persistent
- [UBR] Fixed an issue where items could be duplicated when selling them as trash
- Fixed an issue with looping of commands
- Assigning orders to a ship is now impossible if a player is piloting it
- Fixed a massive performance issue after founding a station
- Fixed a rare crash when changing a player's craft through scripts
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Attacking ships check for free line of sight before firing (considering allies)
- Ships without a player automatically comply after the timeout when investigated by an anti-smuggle ship
- Improved AI while chasing (again)
Bugfixes
- Fixed an issue in search and rescue mission
- Small performance improvements
- Fixed some scripts changing the player's relations even if interacting as an alliance
- Fixed a cash in trading stations
- [UBR] Alliances are now correctly handled in pirate/xsotan attacks and smuggler fight
- Fixed a crash for objects that are being pushed away by stations
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Improved flight behavior of ships while chasing
- Removed PDCs from MAD science lab
UI
- Map can now toggle displaying of wormhole and gate routes
- Turrets and upgrades can now be displayed in ship overview as well
- Added a new tip for players not to invest all resources into their first ship
Scripting API
- Added missing functions for blueprints in script hangar
- Implemented conversion and comparison of vectors (vec2, vec3, etc.)
- Allows conversion from/to another vector
- Allows comparison with == between two vectors
- Added properties to ship infos to check if it can pass rifts
- Added a functionality to Galaxy and Entity to check if hyperspace jumps from A to B are possible
Bugfixes
"Fixes marked with [UBR] are user bug reports. Thanks for reporting and keep it up! We also improved debug logging to better find errors in the future without you having to report them."
- Fixed a crash in reading order info in strategy state
- [UBR] Fixed craft portraits not updating when ships change
- [UBR] Fixed missing escort icon
- Fixed duplicated weapon name in german translation
- Fixed an issue where servers would reload all sectors from disk after a server-wide save
- Fixed an issue where deadlocks weren't printed as they are supposed to
- [UBR] Fixed a hang in server
- Selected object is now correctly reset when AI enters aggressive state
- [UBR] Fixed an issue where jump orders over rifts would not cause an error
- Fixed an issue where the repair brush couldn't reconstruct hologram blocks
A lot has happened this last year and as the year draws to a close, wed like to take the chance to make a review of the year in Avorion! A big thank you to everyone helping us, without this wonderful community this wouldnt have been possible.
Lets start at the beginning of the year. Last year in December 2017 we released the Economy Update and due to your feedback we spent most of January working out the last kinks and add in a few more things. The Economy Update brought player stations into the game, an improved economy and AI docking. Another exciting part of the update were cargo shuttles! The first way to let your stations directly deliver and fetch goods to and from other stations.
The first big update in 2018 was the Combat Update I in February. With switching to a sector the first easy fast travel was introduced. No endless flying through multiple sectors if all you want to do is see why that mining ship back home isnt mining anymore!
Another feature of this update brought us a lot of heat with you guys: Torpedoes. We introduced torpedoes as a new ammunition based weapon with high damage. Torpedoes were also used by Persecutors, which we introduced to make progression into the galaxy a little more difficult. If you were a player back then, you know that we were a bit over-enthusiastic with the damage these things dealt and in the following patches we toned it down considerably without damaging their effectiveness. By now torpedoes have their rightful place as a very strong weapon type, but are no longer over-powered.
In April we introduced a smaller update containing UI improvements. A big part of that was the changes to the server browser, now featuring a server history, the possibility to favorite servers and more filters. Additionally we implemented automated crash reports, and got a ton of information on crashes. That made it possible for us to hugely improve server stability! Thank you for everyone who took part :)
After that update we continued work on Combat Update II and released a first version of it in June. With this update we introduced player designed turrets, complete with an all new build mode just for that! And were overwhelmed by the amount of cool designs that we had just three days after release of the update! You guys blew us away with you enthusiasm :D
In August we had the wonderful opportunity to go to Gamescom in Germany. It was our first ever time showing Avorion and it was amazing. We met so many fans and new players, got a ton of feedback and were genuinely surprised how many people liked Avorion! It was a huge boost to our motivation to continue the work on Avorion! Thank you to all who stopped by, we had a blast!
Right after Gamescom we threw ourselves back into work. The System Upgrade Update contained a rework of our upgrade system. Making them more consistent and also introducing permanent installation for nice extra perks. And while we were busy reworking the upgrades, the Xsotan artifacts got some more love as well. Every artifact has now specific perks that are dependent on the boss that drops them.
And last, but not least: The AI & Map Commands Update that were testing right now on the beta branch. It gives you the means to command your ships via the galaxy map, even if youre half a galaxy away! And not just to send them mining or patrolling. Youre now able to enchain orders and send ships on trade routes with multiple stops.
A big pet peeve of our community was the AI behavior. And with this update we tackle that: AI is now able to boost, path finding calculation is done much quicker and those escort ships dont struggle to keep up with you anymore!
And now its today, the last day of this wonderful and productive year. Thank you to all of you who have helped us by playing the game and providing feedback!
We wish everyone a happy new year!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"We've added some missing features that we still wanted to get in there, as well as some QoL improvements."
- Added escorting to map commands
- AI ships can now dock with stations over distance when they have functioning transporters
- Harvest state now leaves automatic turrets automatic if every turret in their group is also automatic
- Armed turrets are now used for salvaging
- Automatic armed turrets remain untouched and can be used to set independent orders, e.g. defend.
- Aggressive AI looks for enemies more carefully and swaps targets when it gets attacked
- Ships with players currently piloting them are no longer pushed away from stations
- Alliance map sectors are now timestamped and only updated if newer data (from a new member) is available
- Galaxy Map takes into account the timestamp of a sector info to show the most up to date info about a sector
- Player's ships' Patrol AI no longer attacks civil ships (Aggressive still does)
- Improved flight behavior of HarvestState
UI
- Added more precise AI status descriptions for mining and salvaging
- Added hints for how to get more turret slots
- Added hints that unused upgrades can be installed (if possible)
- Updated german localization
- Added several missing icons
Scripting API
- initialize(...) functions for Entity, Sector and Player scripts get an implicit variable "_restoring"
- when the initialize is called while restoring the script from disk, instead of when it's being freshly added
- Added optional color argument to script ComboBox addEntry function
- Added getShipType(name) to client Player and Alliance
- Added transporterRange property to Entity
- Added getAllies(factionIndex) function to query all allied entities of a faction
- Added belongsToFaction(int, id) function to quickly check if an entity of a specific id belongs to a specific faction
- Added a dummy error message to invokeRemoteEntityFunction() and invokeRemoteSectorFunction() to match the signature of the client call
Bugfixes
"As usual, bugfixes marked with [UBR] have been brought to our attention by the community. Thanks everybody for contributing and keep it up! :)"
- Fixed several issues related to path finding and boosting of AI ships
- [UBR] Fixed ships flying away into nothingness in a single direction
- Fixed a few issues with alliance map editing
- Fixed several issues reported via crash reporter
- [UBR] TurretAI now no longer shoots down torpedoes fired at factions with neutral relation standing (allies only)
- [UBR] TurretAI now no longer shoots down torpedoes fired by allies, except if targeting own shipss
- [UBR] Fixed an issue with inviting players to groups
- Fixed alliance-colored map indicators for non-special sectors
- [UBR] Attack state now enables its weapons (if disabled)
- Fixed several issues with path finding and attacking enemies
- Fixed several issues in scripts reported via crash reporter
- [UBR] Fixed an issue when where point defense turrets could not be created by researching
- Fixed shield damage not being recognized as damage contribution to an enemy
- Fixed lines in Strategy Mode no longer working
- Fixed an issue where the camera could be zoomed into the drone
- Fixed a crash in scrapyard when selling ship
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Bugfixes
- [UBR] Fixed missing tooltip in craft portraits
- [UBR] Fixed big splotches of missing textures on map
- [UBR] Fixed auto paying of alliance crews not working with new overview
- Fixed an issue with renaming alliance crafts
- [UBR] Fixed missing transfer of ships to alliance
Old Bugfixes
"These have already been released last week, they're only mentioned here for the sake of completeness."
- Implemented correct localization of hyperspace cooldown error message
- Cargo tab now uses the correct plural form
- Transaction strings in Smuggler's Market are now translated correctly
- Updated German Localization
- Fixed dock AI crashing when no fly state is set and flyTarget is nil
- Fixes error messages from remotely calling functions returning tables
- Fixed map commands crashing when ordering differently than over the map
- Fixed Trading System crashing when being from outside when it wasn't installed yet
- Fixed a crash in new ShipUI for ships with large amounts of cargo
- Fixed a crash when assigning orders to turret groups after the ship was destroyed or the sector was changed
- Fixed errors in buy/sell order filter fields due to bad patterns
- Resource shortage bulletins are now translated correctly
- Delivery bulletins are now translated correctly
- [UBR] Added check to prevent players from setting an empty craft name
- [UBR] Changing a block now checks the maximum allowed volume
- Improved handling of broken interaction between buy/sell goods ai and trading system
- [UBR] Fixed ships boosting away or into things
- [UBR] Fixed ships boosting for too long while following
- [UBR] Fixed several graphical errors when undoing scaling the ship in build mode
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Map Commands
"You will now be able to order your ships over the galaxy map now. You can give commands, enchain multiple commands and even loop them. Ships can now also buy and sell goods for you to stations and others."
- Added sending orders to your ships via the Galaxy Map
- You can tell your ships to:
- Jump to a certain sector
- Buy goods for a specific price margin X% until they have Y on board
- Sell goods for a specific price margin X% until they have Y left
- Attack Enemies
- Patrol a sector
- Mine Asteroids
- Salvage Wreckages
- Loop with other commands
- These commands can be enqueued by holding Shift so your ships can move over large distances
- Routes for crafts will be rendered to the Galaxy Map
- Indicators for alliance crafts are now rendered on map
- Added switching to sector into a specific craft or drone
- Alliance ships are now listed in sector tooltips on the galaxy map
- Added checkbox to galaxy map to hide alliance information
- Added little dots for commandable ships in a sector
General AI Improvements
"We improved the flight behavior and AI of ships, they are now much faster and a lot more dangerous since they will get to players a lot faster."
- Improved flight behavior of AI ships
- AI ships can now use boost
- AI ships can now drift to change their flight direction
- Instead of braking, standing still, turning, accelerating
- Improved pathfinding behavior of AI ships
- AI ships won't get stuck as easily
- AI ships will now fly a lot better through asteroid fields
- Docking AI now flies near the target station while no dock is currently free yet
- Fighters on attack order who don't have a target any more are now set to defend the mothership
- Stations with docks now push away lifeless obstacles to keep docking areas free
- Stations with docks now push away objects that can move on their own after they have blocked a dock for over 5 minutes
- Repair fighters now heal the mothership when set to defend
- TurretAI now shoots down torpedoes that are targeting friends, if none are targeting the mothership
Harvest AI
"We added a completely new harvest state to the AI that is a big improvement for automatic mining and salvaging. It makes use of the new pathfinding algorithm to maneuver around asteroid and wreckage fields quickly and safely. Bigger wreckages are now favored over smaller ones. The ship will now stay stationary as long as its lasers are in range. If a turret is facing the wrong way the ship will roll around its longitudinal axis to always face the target. This means it is best to place all turrets on the same side of the ship. We also added a detection if ships get stuck, in which case they change position or try the next target. You might not notice all these details but harvesting will work a lot more smoothly now."
- Added a new Harvesting AI specifically for mining and salvaging
- Harvest AI now rolls so that the turret can hit the target
- Harvest AI picks a new waypoint if the current one cannot be reached
- Harvest AI turns in place if weapons are out of range but firing long enough
- Harvest AI now picks the target's closest block
- Harvest AI now uses the appropriate turrets and sets independent turrets to autofire
- Salvage AI now prefers big wreckages over small ones that are close by
- Salvage AI now ignores tiny wreckages
Player Fleet Window
"It was about time to rework the old, dusty UI of the fleet window and give it a new design and more features, such as renaming your ships."
- Improved layout of Player Fleet Window
- Ships now have a preview image
- Ships now have their cargo displayed in full detail
- Ships now have their status what they're currently doing listed
- Ships can be shown on the map
- Ships can be renamed
Gameplay
"From now on you'll be able to communicate with stations without actually docking to them, a feature that a lot of players have requested. We also improved map managing of alliances."
- Newly founded alliances now have their founder's current sector as home sector coordinates
- Added new alliance privilege: Edit Map
- Players with this privilege can edit the alliance map just like their own, players without just edit their own
- Alliance map note is now shown if it is different than the player's note
- Switching between crafts is now allowed no matter the distance
- Exception: From drones or fighters to other crafts
- Added a new Transporter Block
- Transporter blocks are available in Xanion and upwards
- Transporters will allow players to interact with stations over distances as if docked
- Transporters require a system upgrade "Transporter Software" to function
- Added a new System Upgrade "Transporter Software" required for long-distance transports
- Only works in combination with a transporter block
- Implemented auto-reloading of torpedoes to shafts
- Note: Only works for newly bought torpedoes
Balancing
- When boosting is stopped, maximum velocity of ships drops by 200 m/s per second, instead of a percentage falloff
- Salvaging and mining laser range now scales more with size
- "The AI" (the boss) now has bad relations to AI factions by default
- Added a minimum directional thrust to ships to ease AI steering
- Added low inertia braking to AI ships to ease AI steering
Scripting API
"VERY IMPORTANT INFORMATION FOR MODDERS: We've added extra security for calling functions remotely, this *will* break your mods if you're using remote invocations. Also, those changes listed here are probably not complete, there should be more."
- IMPORTANT: Implemented "callable" tag for remote invocations
- Functions that are to be callable from remote clients must have been tagged as callable!
- Example: callable(namespace, "functionName")
- See existing scripts for more details
- For compatibility reasons, this behavior can be disabled in the server settings (HIGHLY DISCOURAGED): Flag "ExplicitCallables"
- Added a ControlUnit class
- Added several new callbacks to client Player class for Galaxy Map
- Galaxy Map can now be used to create UI via scripts
- Added order infos for crafts representing their current orders
- Added functionality for calling functions of scripts in another sector
- Added functionality for executing lua code in another sector (server to server only)
- Added functionality for calling functions remotely in another sector
- Added a new AI state: HarvestState, explicitly for collecting resources from Asteroids and Wreckages
- Added script functions to Entity: jumpPossible(), get/setHyperspaceJumpReach()
- BlockPlan can now force a material transformation where higher blocks are transformed into hull blocks
- Added functionality to Galaxy to load sectors and keep them in memory
- Added a property to get data folder of Server
- Added several status properties to Server
- Added a "onChatMessage" callback for Player and Server whenever a chat message is received from a player
- Added ControlActionBit enum
- Added a CraftPortrait class which renders a circle with a ship in it
- Added an ArrowLine class which renders a line with arrows
- Added a MapArrowLine class which is the ArrowLine for the Galaxy Map
- Added a MouseButton enum for mouse buttons
- Added a KeyboardKey enum for keyboard keys
- Keyboard now accepts both string keynames as well as KeyboardKey codes
- Added reading of ship hyperspace reach in Player and Alliance
- Added reading of ship cargo in Player and Alliance
- Added reading of ship status in Player and Alliance
- Added lots and lots of callbacks to Alliance and Player on client
- Added counting of registered functions to a callback
- Fixed "userdata" being wrongly given as a bad type for parameters when invoking c++ functions
- Sector:getEntity() now accepts both strings representing a uuid and Uuids
- Added an isStuck property to ShipAI
- Works only while the state is set to Flying
- Added new callbacks "onCraftSeatEntered" and "onCraftSeatLeft" for Entity and Sector
- Invocation of functions on scripts by index instead of name works correctly now
- Added a Label property "shortenText" to enable shortening of texts with "..."
- Added a Slider property "showMaxValue" to show the max value in its caption
- Removed displayName/displayPlural/translatableName/translatablePlural/translatableDescription properties from TradingGood
- Added displayName(amount) to TradingGood which returns the translated name in correct numerus
- Added displayPlural(amount) to TradingGood which returns a userdata object that can be sent and translated on the client
UI
- Changed Anti-Grav to Antigrav to make it consistent throughout Avorion
- Added a "friends" tab to Serverbrowser
- Free and occupied weapon slots are now listed in the ship tab
- Improved showing and hiding of hints, depending on what the player is doing
- Building mode tooltips now don't get rendered when occluded by a window
- Removed redundant noble metal mines from Found Station Window
- Hyperspace cooldown and HP are now shown for alliance ships as well
- Improved displaying of tooltips so they don't block existing UI as much
- Building state shows a notification for hotkeys upon opening
- Increased size of building hotkeys window
- BuildingUtilities have a text hinting towards F1 for showing building hotkeys
- Added a warning when transporting problematic goods with and without licenses
- Increased brightness of the indicators in explore sector mission
- Improved game settings layout
- Improved graphics settings layout
- Alliance crafts now have their own indicator color
- Improved tackiness of several icons
- Removed "Tagged" line from galaxy map sector tooltip
- New script-based menus in the top right corner are now highlighted
- Added hint for accepting missions at bulletin boards
- Added input box to Hire Crew menu
- When hiring crewmembers the other rows are no longer reset
Misc
- Fixed wrong year in script documentation copyright
- Fixed wrong company designation in script documenation
- Changing control style is only possible while flying, no longer while building etc.
- Added anonymous game statistics sending to make better decisions about balancing and feature priorities
- This can be disabled in the settings.ini file
- Implemented correct conversion in documentation for bitsets and VectorTableCopy
- Several smaller performance improvements
- Added PointDefenseLaser and AntiFighter to turretfactory
- Added several new bugs
- Added merging of hangar & edge blocks
- Added tons of more correct plural translations
Bugfixes
"Fixes marked with [UBR] were brought to us by the community. Thank you very much and keep up the good work!"
- Fixed several crashes in scripts
- [UBR] Fixed bad beam and muzzle colors when custom shot colors are used
- [UBR] Fixed an issue in shield recharge tooltip
- [UBR] Fixed an issue in turret factory that allows people to create turrets with higher rarities than expected
- [UBR] Fixed hyperspace price and energy being calculated wrongly
- Fixed an issue where scaling turret parts didn't work
- Fixed several instances where scripts were wrongly added to objects multiple times
- [UBR] Fixed MAD science lab dropping extreme turrets
- Fixed an issue where the title of a mine's trade window was translated incorrectly
- Fixed an issue where blocks of invincible entities could be destroyed by collisions
- [UBR] Fixed an issue where sometimes the wrong station was founded
- Fixed an issue where the color wasn't applied when modifying the whole turret part
- Fixed several spelling mistakes
- [UBR] Fixed issues with marking last line of inventory as favorite/trash
- [UBR] Fixed inventories being too far scrolled down to see contents
- [UBR] Fixed zooming out causing the ship to rotate
- [UBR] Fixed a few crashes in Group UI
- [UBR] Fixed color selection window not showing any colors when first opened with hotkey
- [UBR] Energy Suppressors from alliances no longer spawn with non-iron materials
- Fixed auto-selection no longer working after targeted object was destroyed
- [UBR] Fixed an issue in mining system where other ships were wrongly detected as the player's ship
- [UBR] Fixed several issues where uncritical errors were falsely logged when entities didn't exist
- Fixed an issue where component script callbacks were not sent
- Fixed an issue where muzzle positions of custom coaxial turrets were wrong
- Fixed an issue where restoring the explore sector mission did not work
- Fixed an issue where the handle of a ui slider could partially protrude over the side of the bounding rect
- Fixed a crash in ShipSystem when fetching an upgrade from a slot that doesn't exist
- [UBR] Fixed permanent upgrades disappearing from a ship when founding a station
- Fixed an error where ships stopped after they were destroyed instead of their wreckage flying on
- [UBR] Fixed reduction for pilots (via upgrades) not working with script functions
- Fixed an issue where an expanded combobox's clickable area was only as wide as the box itself
Known issues
"These are smaller issues that will be fixed while the update is on the beta branch. They have been postponed because we thought releasing the update had priority."
- We are currently still working on ordering ships to escort other ships over the map
- We are aware that AI ships won't use transporter blocks yet, we're working on that
- Some mission texts are not translated correctly
Hey everybody! Sadly we didn't manage to meet our self-imposed deadline (surprise...) but we're hard at work with the update. So we want to give you some more infos on what's happening right now, what's giving us trouble and what's done. So the update took longer than anticipated because we had to add new UI for the galaxy map, which should also be completely scriptable, since that's one of the features that's been missing from the galaxy map for a while. This UI is now in and we're working on the last polish and bug fixing for the galaxy map UI before the update can go live. This is one of the more exciting things about this update: We've decided to add trade ship commands to the galaxy map, allowing you to order your ships to buy or sell certain goods in a specific sector. These commands can be enchained with the other commands, essentially allowing you to order your ships to fly a certain trade route or to sell its wares while it's headed in a certain direction! Apart from that we're also fixing issues from the current branch which have been reported by both players and our crash reporter. Fixing those can also take lots of time and is, to us, equally important as new features. I won't be giving a specific date which we're not going to meet yet again, but I can tell you that at this time all the important features are in and we're working hard towards connecting it all together and releasing it to the beta branch as soon as we can. Stay tuned and see you soon!
Upcoming Changes to AI
Hey everybody, this is a quick update to what we're working on right now and what you can be looking forward to! In general, the next update will be about AI improvements and improvements to controlling your fleet in various sectors.
Pathfinding + Flying
We're improving the pathfinding and flying AI, which means that ships will fly their full speed when they can, and they will also maneuver asteroid fields a lot smarter. This will also make the game a little harder, because you won't be able to fly away from enemies as easy as before.
Mining + Salvaging
We're making improvements to the AI considering mining and salvaging. So far, miners and salvagers have been behaving a little weird for lots of people. There's a simple reason for that: Mining is just "attacking" an asteroid. This led to some weird behaviors since ships were also trying to move dynamically, which is not necessary, because they don't have to avoid being shot by asteroids. We're now implementing a separate AI for harvesting, ie. mining and salvaging, which will improve things a lot.
Inter-Sector-Communication
This change will hopefully make lots of modders happy: Over the last weeks we've been laying the ground work for calling functions and executing code between sectors. Scripts from one sector will now be able to call functions in scripts present in another sector. There are a few limitations to this due to how the Avorion engine is structured, but in general this will allow your scripts to easily talk to each other even when they're in different sectors. Which brings us to...
Remote Commands & Queues
The above groundwork will enable one vastly important feature: Inter-Sector commands for ships! You'll be able to command ships over the galaxy map even when they're not in the same sector as you. But we're not stopping there! We're also adding queues of commands, so you'll be able to command your ships to fly to one sector, mine asteroids or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well.
Analytics Data
To be honest, we don't know how the majority of players play the game. This is a big issue when it comes to making decisions about new features, balancing and content. In order to improve this, we're adding completely anonymous analytics to find out how you guys play the game, and things like where most players die or how much money is actually made by combat, trade, etc.
Mac OS Release
We're currently preparing the Mac Version of Avorion for Release. While we won't list it for Mac immediately in the store, we'll be releasing the Mac Builds for download soon, so everybody who has a Mac will be able to download the game. We're asking everyone of you to please download and try out the game on Mac, and please report any issues you're having! There is no time frame yet as for a beta release. Progress is good though, we're done with nearly everything except for queuing commands and the new (scriptable) UI for the galaxy map. We're hoping to be able to release to the beta branch in the next 2 weeks! Until then, have fun and leave us your thoughts here!
System Upgrades Update now live!
Hey everybody, I'm excited to announce that the System Upgrades Update is now live on the default branch after performing well on the beta branch!
Ancient Gates
We've added a second system of gates to the game: Ancient gates that are a lot bigger and go a lot further than the current existing gate system. These gates are meant for easier and farther fast-traveling and will also support transportation of bigger ships, but you'll need to find a key to activate them.
Permanent Installation of Upgrades
Upgrades can now be installed 'permanently' for additional bonuses on ships. Most upgrades give a +50% boost in stats when installed permanently. In order to remove permanently installed upgrades you have to either destroy them or remove them safely next to an Equipment Dock.
Reworked Xsotan Artifacts
We reworked the way the Xsotan Artifacts work in order to give them some more character (and to be completely honest: Them giving +unspecified turrest was just an oversight that we left in there). Each upgrade will give a boost resembling the boss or quest that dropped it, so for example the AI artifact will give you AIs and you won't need any more gunners and pilots. Check out the full patch notes here: https://steamcommunity.com/gid/103582791456780049/announcements/detail/1692681328248706470 https://steamcommunity.com/gid/103582791456780049/announcements/detail/3026873541070707815
Hey everyone,
Our Swiss friends from Stray Fawn Studio are releasing their game Nimbatus - The Space Drone Constructor today! We're wishing them best of luck with their release and to celebrate, all Avorion players are getting a 10% discount coupon that's valid until 10/10/2018!
The discount code accumulates with their launch discount to give you 20% off Nimbatus for a week.
Good luck to our friends and have fun!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Added hints to research satellites on how to beat the M.A.D. science lab
UI
- Implemented better highlighting of crew transports
- Targeter no longer auto-selects when mouse cursor is over a window
Scripting API
- renderEntityArrow function can now specify how far from center of the screen the arrow should be
- Entity():getNum[Un]armedTurrets() now returns 0 when no turrets component was found
- Implemented fast-determining of sector content
- Passing nil to a string parameter in a c++ function now results in a string with "nil" in it (instead of an exception)
Misc
- Improved debug output in case of crashes
- Minor translation improvements
- Improved checks for online servers in server browser window
Bugfixes
- [UBR] Fixed Overheat and Burst Fire being put twice into tooltip description box
- [UBR] Fixed sector reach multiplication instead of addition in hyperspace upgrade
- Fixed an issue in research station when synchronizing server and client is slow
- Fixed a crash in a script when a ship that doesn't belong to a faction is told to jump
- Fixed a server-sided crash in mine/station founder scripts
- Fixed several potential crashes in multiple scripts
- Fixed a crash in shipyard.lua when no style with the specific name was found
- Fixed a crash in font renderering engine
- Fixed an issue where auto-turrets weren't shooting enemies
- Fixed an issue with gate-maps where start sectors wouldn't have gates
- [UBR] Fixed an issue that allowed duplication of upgrades
- [UBR] Fixed an issue where delivery mission with faulty loaded location data would crash
- [UBR] Fixed an issue in crew transfer window when entering non-numbers
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"We added a second gate-system for better fast-travel, that also allows gate travel of larger ships. Upgrades can now be installed permanently for improved stats. Most upgrades get a stats-bonus of about 50% for permanent installation."
- Added a new ancient gate system for easier fast-travel
- Ancient Gates have to be activated before they can be used
- Ancient Gates are a lot bigger and can lead a lot farther than normal ones
- Upgrades can now be installed 'permanently' for additional bonuses
- They can only be removed safely near Equipment Docks (3km distance)
- Upgrades are now displayed with a little anchor when they're permanently installed
- They can still be removed anywhere else by destroying them
- Color of entire ship can now be changed in building mode
- Shot color can now be set for turret designs
- Salvaging and Mining AI sends a message if there is nothing to mine or salvage in the sector
Balancing
- Increased upscaling of Xsotan damage in the center from up to 600% to up to 800%
Xsotan Artifacts
"We reworked the Xsotan artifacts to give them a more meaningful way of how they work."
- Swoks Upgrade gives +10 military turrets
- Researched teleporter key gives +8 arbitrary turrets
- Teleporter key by the merchant gives +10 unarmed turret slots
- Energy Lab upgrade gives massive energy boosts
- Smuggler Upgrade gives massive hyperspace boosts
- AI upgrade makes turrets and fighters no longer require gunners, miners or pilots
- Upgrade dropped by the four gives bonuses to nearly everything
- Haati upgrade is now an activation key for ancient gates
- Xsotan teleporter key upgrades are now considered unique and each one can only be installed once in the same craft
- Xsotan upgrades DON'T have to be installed permanently to work with the teleporter!
UI
- Renamed (Un)armed turrets in upgrades to (Un)armed turret slots
- Reduced "tackiness" of frames in UI grid selections
- Clients are now notified internally when an alliance is disbanded
- IPs for public test server(s) are now downloaded and saved locally to keep them up to date
- Cleaned up code for window for joining via IP
- Blueprints for fighters can now be removed from Hangar Tab
- Color can now be changed in whole ship modification window
- Added loading screen tips for shields
Scripting API
- Added ShadingType enum for block shading types
- Added getting entities by script to ClientSector
- Added missing TurretBases enum to ScriptComponentTypes
- Added PlanMesh component
- Added ReadOnlyTooltip, ReadOnlyScriptUI, ReadOnlyIcon and ReadOnlyPlanMesh to client script API
- Extended ShipSystem to support permanent installation features
Bugfixes
"Bugfixes marked with [UBR] are bug reports that we received from users. Thanks for reporting everyone and keep up the good work!"
- [UBR] Fixed securing values resetting all script values to nil when another script crashes the VM
- Fixed a crash when flying through gate while having it selected
- Fixed a performance issue when loading data from disk
- [UBR] Fixed an issue where dragging fighter blueprints lead to squad fighters being deleted
- [UBR] Fixed an issue where switch to sector wouldn't place players into their alliance ships
- [UBR] Fixed an issue where players would start out with mining lasers that would consume massive amounts of energy
- [UBR] Fixed an issue where Xsotan Fighters were depicted as neutral even though they were already attacking
- [UBR] Fixed an issue where Xsotan Fighters weren't attacked by PDCs
- [UBR] Fixed an issue with the calculation of DPS for overheating weapons
Turret Building now live on the stable branch
Great news! The combat update part II is now live on the default branch! With this update we're introducing the new Turret Building Mode, which allows you to build your own turret designs. Turret designs will be purely aesthetic, for balancing & time reasons. You can now use turret bases to build a turret design for your ship. Those turret designs can be saved & shared on the Steam Workshop just like normal ship designs.
Coaxial Weapons
Coaxial weapons now found their way into Avorion! Weapons that require 5 or more slots will now be considered coaxial weaponry. Those only look in a single direction and cannot turn. They also deal 3 times the damage of their 5-Slot equivalent non-coaxial turret counterpart.
Collision Damage Rework
Collision damage got a revamp in this update: Instead of applying all inflicted damage to blocks AND main HP, collision damage now spreads through the ship, and only damages main HP as much as it would damage blocks. So when you just slightly graze an asteroid you're ship won't blow up immediately any more. Different kinds of blocks also absorb a portion of their HP in collision damage, for example armor. A block with 100 hp will negate 75 hp of collision damage, so armor will be perfect against collision damage.
Bugfixes and Polishing
We also fixed tons and tons of bugs & crashes in this update. Thanks to everybody who reported issues! There were also several adjustments to balancing and some polishing, which you can all find in the patchnotes of the previous releases: https://steamcommunity.com/games/445220/announcements/detail/2903022560804049921 https://steamcommunity.com/games/445220/announcements/detail/1719697765426291679 https://steamcommunity.com/games/445220/announcements/detail/1669031722144373557 https://steamcommunity.com/games/445220/announcements/detail/1687044219320034671 Have Fun!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Reworked upscaling of Xsotan dmg, now linear and no longer dependent on player ships
- Improved Valuables Detector-upgrade (shows an icon on the top of the screen when things were detected)
UI
- Keybindings are now visible in fighter control tooltips
- Added Icons for Saved Designs Window
- Added a button to browse Steam Workshop
- Added suggestions for tags when uploading to steam workshop
- Added checks for mismatched or missing tags
- Implemented weak auto-selection of objects under cursor
- No matter what you selected, you can always see the HP of the ship you're hovering the mouse over
- When you don't have anything else selected, you can interact and see infos about the object you're hovering the mouse over
- Collision Damage Reduction is displayed in block tooltip on the bottom right
- Added a checkbox for highlighting placed turrets on craft
- Improved error message for not being able to repair (due to damage) while paused
- Fixed FighterFactory not showing plans correctly
- Player can't select his own ship any more while in mouse-steering mode with mouse hidden
Misc
- Added debug-logging for moving entities between sectors
- Added debug output to find errors in repairdock
Scripting API
- Added missing Entity():setToFlyToLocation to lua api
- Added HighResolutionTimer class for microsecond accuracy
- Added spawning of select system upgrades to entitydbg.lua
- Added a "onShipChanged" client callback for ship change
- Added a few script API clarifications
- Added SavedDesignsSelection class
- Added several DesignSelectionItems classes
- Added type getters to DesignSelectionItems
Bugfixes
"As usual, User Bug Reports are marked with [UBR]! Thanks to the community for reporting and keep it up!"
- Fixed several potential crashes in TurretAI
- Fixed a crash when a TCP connection starts receiving before its communicator is initialized
- Fixed a few crashes when a UDP connection starts receiving before its receivers are done with their constructors
- Fixed crashes in Intersection when objects without plans are intersected
- Fixed crash in Multiline TextBox when Ctrl-V from SDL2 fails
- Fixed crash in Normal TextBox when Ctrl-V from SDL2 fails
- [UBR] Fixed turrets not appearing for updates in Workshop Window
- [UBR] Fixed pirates not having crew, which slowed them down a lot
- [UBR] Fixed an issue where normal turrets weren't removed when switching to a coaxial design and vice versa
- [UBR] Fixed Ship Problems UI not updating when minimum crew of ship changes
- [UBR] Fixed turret deactivation not respecting amount of turret slots
- [UBR] Fixed damage numbers showing behind camera
- [UBR] Fixed various menus, icons and scripts not registering when swapping ship systems
- [UBR] Fixed priority ui element handling with scrolling
- [UBR] Fixed ComboBox not being scrollable when placed in ScrollFrame
- [UBR] Fixed Block Size Window now allowing commas
- [UBR] Fixed broken cargo, hangar & torpedo space calculation
- This can, in theory, lead to some vessels losing cargo, hangar & torpedo space because we had bugs that added too much cargo space!
- [UBR] Fixed a glitch that allowed people to hire endless captains
- [UBR] Reverted placing players next to their ally's home sector, since that lead to various other errors
Hi everyone,
We're back from Gamescom and the dust has finally settled! It was tons of fun :D Thank you to everyone who stopped by, it was absolutely amazing to meet so many fans!
Now that we're back we already started working hard. After a few more bug fixes (thanks to all of you who keep reporting those buggers) we'll transfer the current beta branch to the default branch! This means better end-game enemy scaling, turret building and a lot of other improvements will be playable for everyone soon :)
The next update for the beta branch is already in work as well: We're reworking System Upgrades somewhat. You'll be able to optionally permanently install upgrades to ships and receive nice bonuses for that! In addition to that, the Xsotan upgrades will get some more love as well. We're specializing them some more depending on which boss dropped them. Sneak Peak:
Have a nice day!
Cepheni
Release moved to Q2 2019
Hey guys, I hate being the bearer of bad news, but I have to tell you that we've decided to move the release of Avorion to Q2 2019. I don't think that we'll be able to release the game in the next few months, since we've already entered Q3 2018. We think that you'd all rather have a finished game that takes longer to make and is more polished than something that was rushed to release. We want to make this game as good as it deserves to be, and for that we need more time. We have been underestimating the amount of work required for some of the last updates, for example the turret building update (Combat Update pt. II), which required a complete internal overhaul of the editor, or the Alliances Update, for which we had to redesign our entire internal databases. In the future there will be fewer updates that will have such a deep impact in the bowels of the code, and more content-focused updates. We have been restructuring the code for future content and features in mind that we've planned for the game. So we're confident that we'll be able to release the game in Q2 2019, with all the features and content that we envisioned in the game.
Upcoming Updates
There's also good news: Update 0.18.2 is doing well on the beta branch and we'll soon set it live on the stable branch! In addition to that, we've got another update concerning system upgrades in the making, and it's basically ready to be released on the beta branch! Since our upcoming updates are all more content-focused, you'll see more and more updates very soon. All the best, Koonschi
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Scripting API
- Added a script component for ShipSystem
- Renamed Engine.brakeThrust to Engine.reverseThrust
- Plans can now be loaded from design files as well
UI
- Implemented shortcut keys for strategy mode orders
- Increased ambient brightness of neutral Editor further
- Implemented taking special high-quality screenshots with Ctrl-Shift-F12
- Notifications are now hidden in building mode when hovering the stats
- Added block count to turret building ui
Bugfixes
- Fixed an issue where turret designs that don't fit on their base couldn't be edited
- Fixed an issue where players would enter build mode with the current ship when exiting turret building mode of a remote ship
- When transforming blocks in building mode invalidated turrets are now removed
- Fixed an issue where the tutorial could get stuck when mining the highlighted asteroid without selecting it
- Fixed an issue where AI turns too soon, bumping into stuff
- Fixed AI-Controlled ships braking way too soon
- Fixed thread names not being entered correctly into DebugInfo
Hey everyone,
We're happy to announce that we'll be at Gamescom in Cologne with most of the team in late August (21.-25.). We're hoping to see many of you there!
Until then, we'll continue fixing bugs to get Combat Update Part II ready for the stable release. We're also working on a new update concerning the system upgrades, which will, among other things, contain a specialization of the Xsotan artifacts so different artifacts will give you different bonuses.
So long, have fun!
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"Building your own turrets on edge blocks is now possible! This feature was delayed a little since it was more complex that we initially thought."
- Added Edge Turret Base block
Strategy Mode
"Made the strategy mode a little more user-friendly, and making it a little more RTS-like."
- Implemented command buttons in strategy state
UI
- Adjusted grid size and scale step in turret building mode
- Minimum zoom when building a turret is now closer
- Renamed "Saved Ships" to "Saved Designs"
- Increased intensity of the neutral editor's ambient light
Scripting API
- Added getTurretTemplateSize() to Entity script functions
- Added a "onAIStateChanged" callback for entities
- Added a "autoRotationSpeed" variable for PlanDisplayer UI elements to configure rotation speed
- Fixed securing values resetting all script values to nil when another script crashes the VM
Misc
"Thanks to the automatic crash reporter, we've been getting lots and lots of good data on crashes, but sometimes it just isn't quite enough. So we've been adding more output to find the reasons for those crashes. This is nothing that you will notice in particular, but I felt like mentioning it because it's a big priority and time investment for us."
- Improved debug output to find causes to several more crashes
Bugfixes
"Bugfixes marked with [UBR] are, as always, User Bug Reports, ie. bugs reported to us by users. Thanks everybody for reporting and helping us improve the game! Keep it up!"
- Fixed a crash when reloading weapon meshes
- Fixed a startup issue for dedicated servers
- [UBR] Fixed coaxial turret building mode crashing when compatibility shaders are enabled
- [UBR] Fixed crash related to the turret building state
- Fixed scaling a turret part not correctly updating part positions
- Fixed a crash when a TurretDesign item is clicked but the design wasn't loaded yet
- Fixed a crash in turret rendering for coaxial weapons
- [UBR] Fixed an issue where turret templates could get their size from a turret design
- Fixed several crashes in turret rendering
- Fixed eventscheduler script being added multiple times to sectors
- [UBR] Fixed 'Repair ship' sometimes deleting turrets
- Fixed an issue where windows that don't work or work differently in turret building mode weren't hidden when switching to turret building mode
- Scaling down a turret design that is too big now correctly scales rotation points and muzzle positions
- Fixed some cases where custom turrets don't shoot out of their muzzles
- Fixed an issue where turret brush wasn't rendered correctly when using compatibility shaders
- The selected turret, instead of any turret, is now chosen when entering turret building mode
We're ready to deploy the first public build of the Combat Update II. We've got some more polishing and tweaking to do, but we want you to try out the build so we can fix errors and adjust things. Have fun! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Turret Building Mode
"We've finally implemented the option for you guys to make your own turret designs and give your turrets custom looks, matching the ship you're flying! Disclaimer: For a multitude of reasons, mostly balancing related (but also development scope) turret designs are purely visual."
- Players can now design their own custom turrets
- Turrets consist of three parts: base, body and barrel
- The base is placed directly onto the ship
- The body is connected to the base and can rotate horizontally
- The barrel is connected to the body and can rotate vertically
- These parts can be rotated to get a feel for the design
- Players can also design their own custom coaxial guns
- These consist only of a single part
- Players can choose the size of their turret
Using Turret Designs
- Turret designs can only be used on top of Turret Base blocks
- Select a Turret Base block in building mode and press the "Enter Turret Design Mode" button
- A ghost preview of all inactive designs is rendered in building mode
- Place an actual turret on the desired Turret Base to activate the design
- When editing an inactive turret design the side of the Turret Base block it is going to be built on is the one you are looking at
- This side is highlighted when the Turret Base is selected
- The ghost preview of the selected Turret Base is put on this side
Coaxial Guns
"We've still got some fine tuning to do with these, so please give us feedback!"
- Weaponry that would take 5 slots or more, is considered coaxial weaponry
- Coaxial weapons deal 3x the damage of normal weapons that would take the same amount of slots
- Coaxial weapons are always rigid and cannot turn
Collision Damage
"We've tuned collision damage to make it feel more natural and less threatening. All in all, your ships should no longer just explode after hitting a small asteroid."
- Added a threshold for collision damage
- Collision damage is no longer directly applied to ship HP, but in relation to the blocks that are damaged
- No more immediate death by collision, except for when your ship only consists of a handful of blocks
- Collision damage is applied in a cone, potentially damaging interiors as well
- All blocks have a structural integrity, which is a percentage of their health which is subtracted from incoming collision damage
- Armor has a high structural integrity of 75% percent, meaning that an armor block with 1000 hp will always reduce its collision damage by 750 points
Workshop
"Several adjustments to the workshop, especially considering the uploading of turret desings and ships including turret designs."
- Added uploading of turret designs to the workshop
- Ship Designs include their Turret Designs when uploaded to the workshop
Balancing
"In order to make the end-game a little more interesting, all Xsotan ships in the center of the galaxy scale with the strength of the player(s)' ships."
- Massively increased damage and reach of the mobile energy laboratory
- Xsotan ships inside of the barrier remember the player's strength and send ships with higher firepower
- Added a 50% chance of getting a lower-slot turret drop in high-level areas
- Activating the teleporter to the center spawns strong Xsotan ships
Client & Graphics
- Updated Credits
- Added a separate button for firing torpedoes (default: right-click)
- Added a texture for Torpedo Storage Blocks
- Added a neutral version of the editor with neutral lighting
- The neutral version is only available when the game can be (and is) paused as to avoid confusion
- The neutral version of the editor can be switched on and off
UI
- Renamed 'Saved Ships' window to 'Saved Designs' window
- Reworked design of Saved Designs window to use less buttons but instead a right-click context menu
- Added a folder structure to 'Saved Designs' window
- Added a prominent [Game Paused] message
- Added a dark background to error and info message on the bottom right
- Improved performance of Saved Designs window by creating thumbnails for ships
- Uploading to the workshop shows better error messages
- Saved designs window now no longer shows unknown files
- Galaxy Map Improvements
- Fixed markers not getting deleted on empty sectors (except when manually tagged by a player)
- Fixed old ships still being visible in old markers, even though they're with you
- Added folders to the Saved Designs Window
- Improved handling of Double-Click
- Made color of untrained crewmen brighter
- Added french community translation of Avorion
- Thanks to 'Ribosome' for administrating the french translation!
Scripting API
- Added a new TurretDesign class
- Added a dbg function to give players CoAx Guns Guns Guns
- Implemented a script variable check to disable transfer of entities through wormholes or gates
- Setting the value called "untransferrable" to true prevents the entity from travelling through wormholes or gates
- Implemented a script function check to disable transfer of entities through wormholes or gates
Misc
- Added better translation handling of several plurals, more to come
- Renamed several instances of "Unknown Ship" to "Xsotan Ship"
Bugfixes
"Most bugfixes have been added in the 0.17.X update, but that doesn't mean you should stop keeping them coming! All user bug reports are marked with [UBR], as usual!"
- [UBR] Fixed energy suppressor satellite tooltip
- Fixed turrets making sounds in strange places
- Fixed an issue where the keys for mirroring a plan in BlockTemplateBrush were hardcoded
- [UBR] Fixed an issue with the splash screen not showing correctly
- [UBR] Shooting down your own torpedoes is only possible for torpedoes targeting the shooting ship
- [UBR] Fixed several crashes related to Turret AI and automatic targeting
- Fixed a crash when enabling the debug text output
- Fixed a crash in EnergyTab when player is not inside a ship
- [UBR] Fixed an issue where hails couldn't be reliably answered with Return key without opening chat window
- Fixed a script crash when trader stations have too many goods for the UI
- Fixed a script hang when trying to transfer goods with neutral/unowned ships
- Fixed explore sector mission hanging sometimes with no sector to explore
- Fixed an issue when spawning persecutors in sectors with objects without owner
- [UBR] Fixed an issue where player owned ships fired torpedoes without launcher blocks
- Fixed several issues with quality of font rendering
Today the new look for our official Avorion Forum goes live! Check it out here
This is, of course, only a visual update, your posts and post history are unchanged by it.
I hope you like the new design as much as we do! It features a more modern design and proper mobile support!
In case you miss the old design you can change it back. Just go to your profile and find the option “look and layout” under the section "modify profile". Click on it and change the current theme to "Avorion".
Parallel to the new design for the forum we continued working on the Combat Update part II. It still needs a bit of polishing and testing, but it’s looking really good!
Have a nice day!
Hey everyone,
we're glad to see so much excitement about the upcoming Combat Update II!
We've been getting a lot of questions and speculation about how exactly it's going to work so here's a little Q & A for you to make things clearer:
Q: Oh boy, all my ships look terrible, I usually use ships from the workshop and I'm really not that excited about building anyway, now I have to build my guns, too?
A: Don't worry, turrets still work the way you're used to. You still have to buy or loot turrets and you can simply install them on your ship just as you always have. The turret building mode will just give you the additional option to build a turret design to match your ship. You'll also be able to download turret designs from the workshop or get workshop ships with matching turrets.
Q: Is it only cosmetic or is damage, range etc. scalable with size/form of the turret?
A: It's mainly cosmetic - the idea is to let you build turrets that match your ships, not to rework the way weapons work completely. You have to equip a turret in your design for it to work. The same design can become a chain gun or lightning turret, depending on what you put inside. However, the size of your design does have an effect on the turret scale. If you build a size 1.5 turret, you can't equip a size 2 turret in it. Though you can use turrets that are smaller than 1.5.
Q: So how is looting going to work?
A: It will work exactly as it used to. Ships will still drop all the different kinds of turrets they do now. You collect them and either build them directly onto your ship or onto a turret base to activate one of your turret designs. You won't be able to loot other people's designs but you can download them from the workshop.
Q: Is there going to be a cap on the block count like there is with fighters?
A: Yes, due to performance reasons, a single turret can only contain a maximum of 250 blocks. The same is true for coaxial weapon designs.
Q: So how exactly is it going to work?
A: When you're in build mode, you'll be able to switch between ship building and weapon building and in the build mode for weapons, you'll have a choice between turrets and coaxial weapons. All weapons will be connected to the ship via a base and to enter the weapon's build mode, you have to select a base you want to modify on your ship. Once you leave the weapons build mode, you have to build a turret onto the base to activate your design. Inactive designs will not be visible when you're not in build mode. A turret consists of three parts: the base, which is connected to the ship, the body, which is able to turn sideways, and the barrels, which can move up and down. Each part will have a bounding box. You need to stay inside the bounding box or your design becomes invalid.
Since the saved ships menu can get pretty crowded with all your ship and turret designs, autosaves and workshop subscriptions, we're adding a folder structure that lets you impose order and keep track of everything. Most of the features we want for Combat Update II are ready. We still need to add a few things, do some play- and usability testing, maybe rework a couple of things if we find any problems, fix any major bugs that crop up, and then we'll be ready to start beta testing. So far things are going smoothly. If no major problems come up, you'll get to try it soon! So long, have fun!
Hey everyone, while working on the Combat Update II, we've realized that we have a lot of changes in the pipeline that we could easily release before the second part of the Combat Update. Since we also want to aim for more but smaller updates, this seemed like the right thing to do. There's also one very important feature in this update, that we wanted to roll out as soon as possible: Automated crash-report sending, which gives us a quick, anonymous info of a crash. No more bug reporting with first finding logs etc, all the important info is sent to us automatically. This will help us A LOT with improving game stability in the future. After releasing the new feature that automatically reports crashes to us, we've found tons of issues and fixed as many as possible as fast as we could. In this update you'll see the results of this bug hunt. And if you don't want to send the anonymous crash reports, then you can just disable that in the main menu. Apart from that, you'll mostly find polishing and issues that you've raised over time, and now we've addressed them.
Gameplay
- Salvage & mine commands are now persistent and restart when new wreckages/asteroids appear
Balancing
- Player start sectors are now placed closely to their first ally faction's home sector
- This avoids problems with missing gates
- Made some VERY small adjustments to how ship costs are calculated, might resolve in slightly (below est. 0.1%) higher, but more consistent costs
- Reduced glow-block durability by 75% to match reduced maintenance cost
- Enemies with torpedoes no longer immediately fire torpedoes once they see the player or once loading screen ends
UI
"Most importantly: UI Scaling and a back-button for station interaction windows."
- Added icon that shows the current order to the indicator of a selected ship
- Added different answers for NPCs if their home sector lies inside a rift
- Building Mode
- Hide blocks window: Added filtering by material and block type at the same time
- Turrets can now be focused in building mode
- Ambient shield animations are now disabled in building mode
- Added greying out tabs in ship window as long as they're not yet relevant
- Added a first version of UI scaling
- Still testing here, please report issues if you encounter any!
- Issues related to this could include: Mouse cursor not working properly, transparent/too bright windows
- Irrelevant stats are not shown in stats overview
- Added back button for ui windows, which enables fast switching in the interaction dialog
- Added scrollable UI for smuggler's markets
- Improved pixel-perfect rendering of lines
- Fixed rendering of target indicators, steering indicator and pro-/retrograde markers
- Shield bar at the bottom of the screen flashes when hit by an EMP torpedo
- Color of the selected block is now visible in building mode
Server Browser
"We've updated the server browser to allow favorites, a search function and a history."
- Added favoriting of servers
- Added history of last played servers
- Added a search function to search server list
- Added a filter for creative servers
- Added a filter for server/client version
- Improved general behavior of Server Browser Window
Scripting API
- Added a CargoBay component
- Added sending of anonymous script crash reports to improve bug hunting (configurable)
- These are only sent for vanilla scripts, modded scripts (including dependencies) will not trigger crash report sending
- Chat messages can now be sent via the Faction class
- Only sends if the faction is an online player or alliance with online players
- Removed misleading "Faction Scripts" button from entitydbg.lua script
Misc
- Client and server now send anonymous crash reports to improve bug hunting (configurable)
- Several minor performance improvements
- Improved overall performance by speeding up Entity-Lookups (up to 50% faster for large sectors)
- Improved behavior of text boxes (support deleting words with Ctrl + Backspace)
- Added a small FPS and frame time display on the top right of the screen
- Improved debug output and crash report sending
Server
- Added a command line option --send-crash-reports to configure crash report sending (default & recommended: enabled)
- Improved RCON interface, supports the RCON protocol of Rust as well as Valve's RCON protocol
- Added graceful Ctrl-C and console-closing shutdown for AvorionServer
Bugfixes
"As usual, [UBR] marked fixes are User Bug Reports. Thanks for reporting and keep it up!"
- [UBR] Fixed turret orders being reset
- [UBR] Fixed an issue where players were put in their drone instead of their ships on sector switch
- Fixed an issue where the game might crash when a sector can't be loaded
- [UBR] Fixed an issue in building mode where mirroring via multiple planes showed the wrong price
- [UBR] Fixed an issue where torpedo warhead types weren't localized in the target displayer
- Fixed a potential crash in logging
- Fixed several minor UI issues
- [UBR] Fixed an issue where delivery and organize goods mission rewards were paid to the player even when in an alliance ship
- [UBR] Anti-Smuggle ships investigating ships without a player in them only take the cargo and don't attack any more
- [UBR] Relations only worsen to ai factions, not players, when telling a civil ship to dump its cargo
- [UBR] Fixed an issue where resource shortages at resource depots weren't synched to new clients
- [UBR] Fixed an issue where Avorion or the AvorionServer would keep running in the background even though it was exited
- [UBR] Fixed an issue where keybindings for the same key with and without modifier would conflict
- [UBR] Fixed an issue where the transformation brush didn't update a block's unpainted material color
- [UBR] Fixed Ctrl-Z costing resources or money sometimes
- [UBR] Fixed a crash in docking AI
- [UBR] Fixed relation drops for shooting down torpedoes
- Fixed a rare crash when entering numbers into text fields in factories
- Fixed Fake Distress call mission crashing and not spawning enough pirates
- [UBR] SoundEffect and MusicTrack no longer throw exceptions when volume setting is not between 0 and 1
- Fixed a crash when trying to report a lua error in a script that's currently being constructed and crashing
- Fixed a crash in ai dialog script
- Fixed a crash when creating a tooltip for turrets or fighters without weapons
- Fixed a crash in Inventory UI while sorting which led to stations with inventories hanging (example: research station)
- Fixed a script error when issuing orders to alliance ships without captains
- Fixed a crash in several trading scripts when players aren't in a ship (yet)
- Fixed a crash in wormholeguardian script
- Fixed a crash when tooltipmaker.lua returns an object other than a Tooltip
- Fixed a rare crash when torpedoes were fired by AI ships
- Fixed a script crash when upgrade for a factory can't be paid
- Fixed a script crash in smugglers market
- Fixed a crash when trying to mail an alliance-bound item
- Fixed a crash on client related to instanced rendering of asteroids
- Fixed multiple crashes when modifying system upgrades the exact moment your ship is destroyed
- Fixed an issue where AI factions could get corrupted and become un-interactable
- Fixed a crash in faction war defenders when something gets hit by a rogue shot
- Improved performance and memory footprint of background & planet generation
- This should hopefully fix quite a few crashes on sector change
- Fixed a few crashes when placing turrets
- Fixed a crash when updating structural integrity fields
- Fixed a potential crash when receiving messages
- Fixed a script crash/hang in trade AI
- Fixed an error/script hang in search and rescue mission
- Fixed wormhole guardian script crashing on client when spawned in a sector without planets
- Fixed an issue in trader-attacked-by-pirates event where the script would hang after both pirates and trader got destroyed the same time
- Fixed several crashes while generating sectors
- Fixed a crash when executing /addcrew as a non-player
- Added more info to crash reports
- Fixed a potential crash when resolving intersections of entities
- Fixed a crash when creating a wormhole guardian without a planet in the sector
- Optimized memory usage of sky background generator
- Fixed several script crashes in entitydbg.lua
- Fixed several crashes due to wrong indexing and cross-referencing of entities
- Fixed a crash when player doesn't have an alliance and is being attacked by a ship that belongs to no faction
- Fixed a rare crash when opening galaxy map
- Fixed a crash when ship window is open and ship gets destroyed
- Fixed a crash when transferring crew and goods
- Fixed a crash when multithreadedly building tooltips
- Fixed a crash when a player logs out and another player logs in at the exact same time
- Added detection of crashes in GPU drivers
- Fixed a crash when inserting systems while ship gets destroyed
- Server shuts down gracefully when ports are inaccessible
- Fixed several crashes related to thread local storage not working correctly on Windows
- Fixed allies sometimes not attacking wormhole guardian by themselves
- Fixed trading not working when interacting with an entity that can't have turrets
- Fixed script for selling asteroids crashing sometimes
- Fixed several crashes in script for hiring crew
- Fixed several crashes when spawning multiple ships and a ship gets destroyed before the whole bunch was spawned
- Fixed a crash when server is already bound to an address
- Fixed a crash when exiting game on Windows
- Fixed a crash when saving a sector
- Fixed a crash in trade AI
- Fixed several issues in trading overview upgrade
- Fixed a crash in ComboBox
- Added startingLog to stacktrace report
- Fixed a crash when initializing entities with init.lua
- Fixed a crash in explore sector mission
- Fixed a crash when building turret tooltips
- Client: Added a splash screen
- Client: Added Avorion logo to main menu
- Fixed a crash during server start when addresses are already in use
- Fixed lots of errors in UI due to bad referencing of UI elements after rework
- Fixed a crash in torpedo warning when a torpedo gets shot down or deleted
- Fixed an issue in collision detection leading to railguns (and long-reach-beam weapons in general) not dealing damage
- Several minor performance improvements
- Improved performance of several UI elements
- Especially for players who subscribed to lots of workshop items
- Time per frame/update tick is now at ~0.2 ms, from up to 4 ms
- Fixed a rare crash when trying to read used memory from lua states
- Fixed a crash in organize goods mission
- Fixed several issues with the interaction of research station and usable items
- Fixed a crash when starting server and jumps.dat is corrupted
- Fixed a crash in relationchanges when the destroying faction doesn't exist
- Fixed a crash when a trader spawns the exact moment a station is destroyed
- Fixed splash screen not displaying correctly in some cases
- Improved performance of script execution
- Fixed several crashes related to script initialization
- Fixed a crash when components get invalidated in scripts
- Fixed lua stacktraces being sent wrongly
- Fixed sellable asteroid showing "Unknown" as faction
- Fixed an exploit that allowed the duping of ships
- Fixed an issue where "sell to station" prices were displayed as zero when trading from an alliance ship
- Fixed a bug in wormhole guardian fight allies when assigning them to not attack the guardian
- Fixed two potential crashes related to script UI
- Fixed a crash in galaxy when a player logs in while another player is checking for broken AI factions
- Fixed a crash in UI ship displayers
- Fixed a crash when closing the game with ALT F4 from strategy state
- Improved performance of alliance inventory tab by only updating the selection with changes
- Fixed an issue where turrets in the building inventory window weren't updated correctly
- Fixed an issue when spawning the wormhole guardian
- Fixed a minor issue in passsector.lua that led to unnecessary error printing
- Fixed a crash in delivery mission
- Fixed several crashes in scripts related to faction infos not yet being present on the client
- Fixed several crashes related to persecutors
- Fixed several crashes when transferring crew, goods or fighters
- Scripting API: Fixed a crash when setting client Player's selectedObject to nil
- Scripting API: If lua VM is invalid after execution, invokeFunction() functions report failure now
- Scripting API: Renamed Crumple damage to Collision
- Fixed several issues related to font and text rendering
- Fixed an error when players log in/out and InvokeScriptMessages are sent
- Fixed a crash in building mode
- Fixed an exploit related to holo blocks and block transformation
- Fixed a crash in turret AI when entities are destroyed
- Fixed a crash in rendering when entities are destroyed
Hey Everyone,
It's been a while since our last update so we thought it about time to let you know what we are currently working on!
Some of you have already seen the screenshot of the promised turret building mode on twitter. For all who missed it, here is another peek at it :)
While the update is coming along nicely, there is still some polishing left to do and we've been working on bugfixes for 0.17 as well, since we released our crash reporter on the beta branch.
Next we'll tackle coaxial weapons which you'll also be able to design yourself, using the turret building mode. Additionally, there are going to be a few changes to the ship building mode: Starting with the Combat Update II you can optionally pause the game when you're building in single player so you can focus on your designs without interruptions from pirate attacks.
Besides these features, you can also look forward to a rework of collision damage, that will make it feel more natural.
Until then, have fun!
Hey everyone, after releasing the new feature that automatically reports crashes to us, we've found tons of issues and fixed as many as possible as fast as we could. Here you see the results of this bug hunt. We'll be releasing more patches over the next few days, which will mostly be bugfixes. We probably won't post an entire news article every time we update the game to fix crashes. Instead, we're probably going to make a sticky in the forum, where we add all the bugs we fixed so far. Edit: Here's the sticky: https://steamcommunity.com/app/445220/discussions/0/3211505894140606500/ Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Balancing
- Enemies with torpedoes no longer immediately fire torpedoes once they see the player or once loading screen ends
Scripting API
- Chat messages can now be sent via the Faction class
- Only sends if the faction is an online player or alliance with online players
- Removed misleading "Faction Scripts" button from entitydbg.lua script
Misc
- Improved overall performance by speeding up Entity-Lookups (up to 50% faster for large sectors)
Bugfixes
- Fixed a rare crash when entering numbers into text fields in factories
- Fixed Fake Distress call mission crashing and not spawning enough pirates
- [UBR] SoundEffect and MusicTrack no longer throw exceptions when volume setting is not between 0 and 1
- Fixed a crash when trying to report a lua error in a script that's currently being constructed and crashing
- Fixed a crash in ai dialog script
- Fixed a crash when creating a tooltip for turrets or fighters without weapons
- Fixed a crash in Inventory UI while sorting which led to stations with inventories hanging (example: research station)
- Fixed a script error when issuing orders to alliance ships without captains
- Fixed a crash in several trading scripts when players aren't in a ship (yet)
- Fixed a crash in wormholeguardian script
- Fixed a crash when tooltipmaker.lua returns an object other than a Tooltip
- Fixed a rare crash when torpedoes were fired by AI ships
- Fixed a script crash when upgrade for a factory can't be paid
- Fixed a script crash in smugglers market
- Fixed a crash when trying to mail an alliance-bound item
- Fixed a crash on client related to instanced rendering of asteroids
- Fixed multiple crashes when modifying system upgrades the exact moment your ship is destroyed
- Fixed an issue where AI factions could get corrupted and become un-interactable
While working on the Combat Update II, we've realized that we have a lot of changes in the pipeline that we could easily release before the second part of the Combat Update. Since we also want to aim for more but smaller updates, this seemed like the right thing to do. There's also one very important feature in this update, that we wanted to roll out as soon as possible: Automated crash-report sending, which gives us a quick, anonymous info of a crash. No more bug reporting with first finding logs etc, all the important info is sent to us automatically. This will help us A LOT with improving game stability in the future. And if you don't want to send the anonymous crash reports, then you can just disable that in the main menu. Apart from that, you'll mostly find polishing and issues that you've raised over time, and now we've addressed them. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Salvage & mine commands are now persistent and restart when new wreckages/asteroids appear
Balancing
- Player start sectors are now placed closely to their first ally faction's home sector
- This avoids problems with missing gates
- Made some VERY small adjustments to how ship costs are calculated, might resolve in slightly (below est. 0.1%) higher, but more consistent costs
- Reduced glow-block durability by 75% to match reduced maintenance cost
UI
"Most importantly: UI Scaling and a back-button for station interaction windows."
- Added icon that shows the current order to the indicator of a selected ship
- Added different answers for NPCs if their home sector lies inside a rift
- Building Mode
- Hide blocks window: Added filtering by material and block type at the same time
- Turrets can now be focused in building mode
- Ambient shield animations are now disabled in building mode
- Added greying out tabs in ship window as long as they're not yet relevant
- Added a first version of UI scaling
- Still testing here, please report issues if you encounter any!
- Issues related to this could include: Mouse cursor not working properly, transparent/too bright windows
- Irrelevant stats are not shown in stats overview
- Added back button for ui windows, which enables fast switching in the interaction dialog
- Added scrollable UI for smuggler's markets
- Improved pixel-perfect rendering of lines
- Fixed rendering of target indicators, steering indicator and pro-/retrograde markers
- Shield bar at the bottom of the screen flashes when hit by an EMP torpedo
- Color of the selected block is now visible in building mode
Server Browser
"We've updated the server browser to allow favorites, a search function and a history."
- Added favoriting of servers
- Added history of last played servers
- Added a search function to search server list
- Added a filter for creative servers
- Added a filter for server/client version
- Improved general behavior of Server Browser Window
Scripting API
- Added a CargoBay component
- Added sending of anonymous script crash reports to improve bug hunting (configurable)
- These are only sent for vanilla scripts, modded scripts (including dependencies) will not trigger crash report sending
Misc
- Client and server now send anonymous crash reports to improve bug hunting (configurable)
- Several minor performance improvements
Server
- Added a command line option --send-crash-reports to configure crash report sending (default & recommended: enabled)
- Improved RCON interface, supports the RCON protocol of Rust as well as Valve's RCON protocol
- Added graceful Ctrl-C and console-closing shutdown for AvorionServer
Bugfixes
"As usual, [UBR] marked fixes are User Bug Reports. Thanks for reporting and keep it up!"
- [UBR] Fixed turret orders being reset
- [UBR] Fixed an issue where players were put in their drone instead of their ships on sector switch
- Fixed an issue where the game might crash when a sector can't be loaded
- [UBR] Fixed an issue in building mode where mirroring via multiple planes showed the wrong price
- [UBR] Fixed an issue where torpedo warhead types weren't localized in the target displayer
- Fixed a potential crash in logging
- Fixed several minor UI issues
- [UBR] Fixed an issue where delivery and organize goods mission rewards were paid to the player even when in an alliance ship
- [UBR] Anti-Smuggle ships investigating ships without a player in them only take the cargo and don't attack any more
- [UBR] Relations only worsen to ai factions, not players, when telling a civil ship to dump its cargo
- [UBR] Fixed an issue where resource shortages at resource depots weren't synched to new clients
- [UBR] Fixed an issue where Avorion or the AvorionServer would keep running in the background even though it was exited
- [UBR] Fixed an issue where keybindings for the same key with and without modifier would conflict
- [UBR] Fixed an issue where the transformation brush didn't update a block's unpainted material color
- [UBR] Fixed Ctrl-Z costing resources or money sometimes
- [UBR] Fixed a crash in docking AI
- [UBR] Fixed relation drops for shooting down torpedoes
Hey everybody, The patch 0.16.7 has been performing well on the beta branch, so we've decided to set it live on the main branch. We'll be monitoring it closely, but so far we're confident that it'll do well. Here are the full patchnotes for 0.16.7: https://steamcommunity.com/games/445220/announcements/detail/1655511409920195454 Have fun!
Balancing
- Reduced hull damage of Sabot (shield penetrating) torpedo by 33%
- Reduced hull damage of Tandem (damage to both shield and hull) torpedo by 25%
- Persecutors don't spawn when strong enough AI ships are in the sector
UI
- Loading screen only shows relevant tips and the tips are sorted by importance
- Added more loading screen tips for beginners
- Added more loading screen tips for torpedoes
- Added a combo box to configure collision damage, similar to game difficulty
- Context menus for items only appear in inventory windows, no longer in building window, Research Station etc.
Misc
- Added more log output to threads
Bugfixes
- [UBR] Fixed an issue that led to hangar and torpedo launcher content not getting restored after a server crash
- Windows Version: Fixed several timing issues and low resolution of timers (only Windows 8 and higher)
- [UBR] Fixed an issue that led to bad performance issues on servers with large amounts of sectors
- [UBR] Fixed a crash on start-up on Intel devices when Bloom was enabled
In this patch we've fixed an issue with torpedoes that has been affecting several players: Tunneling. In some cases, it was possible that torpedoes were tunneling shots - that essentially means they were moving so fast that from one frame to another, they "skipped over" PDC shots, resulting in them not colliding with these shots. This behavior is now fixed and torpedos should get hit by PDCs correctly, no matter how fast they're going. We've also added some tips to the loading screen on how to best defend your ship against torpedoes. As a general tip: Don't fly around too crazily if you want your PDCs to hit torpedoes. While they have a high turning rate, they still have to aim, and lots of orientation changing through turning will make it harder for them to hit torpedoes - so try to avoid that. Flying around also causes torpedoes to start flying in curves, making them harder to hit for your PDCs.
General
- Improved performance of threaded calculations
UI
- Added loading screen tips for defending against torpedoes
Bugfixes
- Improved tunneling of torpedoes when shooting at them
- [UBR] Fixed an issue where enemy ships could spawn with empty shields
- [UBR] Fixed several issues that led to bad performance
We've heard your feedback after setting torpedoes live on the default branch, and one of the biggest complaints is that torpedoes can wrecks ships hard, especially the shield-penetrating ones. We're adding a few countermeasures for you in this patch, and we're also trying to create more trade-offs so that combat stays interesting in the end. There's some explaining to do here. Torpedoes have a high potential to damage your ship's hull. When your blocks start breaking off, your ship's stats go down - crew dies, energy levels sink, etc. While this can be a great tactical move, it can also be very frustrating, especially early game, when your ship becomes unmaneuverable due to a lucky hit by the AI or your turrets get shot off immediately. This can lead to an unrecoverable downward spiral during combat, making fights unfun and frustrating as long as you don't have shields. We've got a few changes in this patch to improve this behavior. First off, we're buffing integrity fields. Second, we're adding a system where blocks won't be immediately blown off, to ensure that you get a fighting chance while taking damage. In order to understand why we're doing what we're doing, here's some explanation on how damage in Avorion actually works. Each block has its own HP, which is a threshold until it breaks, which is normally its HP that it contributes to the ship (with several exceptions, but we're not going into too much detail here. For example, inner blocks have a higher break threshold to make intricate ship designs combat-viable and to make designing more fun). Damage to blocks is ALSO directed to the normal HP of a ship (health bar). What integrity fields do, is reduce the damage that a block itself takes, so it takes longer to break, while damage to your durability stays the same. With this patch, we're doubling damage reduction to block HP through integrity fields, and blocks protected by integrity fields also only send 50% of the damage taken to the ship's HP, instead of 100%. We're also adding another major change: Blocks on PLAYER owned ships (not NPCs!) that take damage start breaking only after a certain threshold of ship HP is reached, based on difficulty. For example, on "Normal" difficulty, this threshold is 40%, so your ship's blocks only start breaking after your ship has 40% or less health. In total, this should make fighting without shields and taking hull damage a lot less punishing and combat more fun.
Gameplay
- Implemented an upgrade that makes shields impenetrable
- This upgrade redirects shield durability to make shields impenetrable, except for collision damage
- This upgrade also increases the time that shields take to recharge after a hit by a lot
Balancing
- Increased break-damage reduction for blocks from integrity fields from 90% to 95%
- Blocks can now take double the damage before they break
- Ship damage from integrity-protected blocks reduced by 50%
- Shot hits to blocks protected by integrity fields will only cause 50% damage to your ship's durability
- Blocks start to break on player & alliance ships only after the ship's durability has been lowered to a certain point
- This threshold scales by difficulty:
- Beginner: Threshold is 0%: Your blocks will never break.
- Easy: Treshold is 20%: Your blocks will start to break once your ship hits 20% or less HP.
- Normal: Treshold is 40%
- Veteran: Treshold is 60%
- Difficult: Treshold is 80%
- Hard & Insane: Treshold is 100%: Blocks will start breaking immediately (pre-patch behavior)
- Increased time that shields have to take to start recharging after the last hit from 10 seconds to 30 seconds
- This was actually an oversight of ours and one of the reasons why shields are so strong. We upped recharge time to what we actually had in mind while designing shields to make it a little harder to continuously fight even with strong shields.
Bugfixes
- [UBR] Fixed shield penetration not working
- [UBR] Fixed several performance issues which might have led to players experiencing weapons not dealing damage
- To all those who had this issue: Please try if this makes it work, if not, report back to us! We're taking this very seriously!
The Avorion Combat Update Part I is now live!
Featuring specialized enemies, new weapons and most importantly: Torpedoes! Use these powerful one-shot weapons to obliterate your enemies, and equip Point Defense Turrets to protect yourself from torpedoes at the same time!
Turret Scaling
Turrets now scale depending on their class and tech level, increasing damage and range for larger turrets, but they'll also require more turret slots and more space on your ship! Also, beware the recoil!
Torpedoes
Equip torpedoes to obliterate your enemies with a single shot with these extremely strong, heat-seeking weapons!
Point Defense Weaponry
With the new Point Defense Chainguns and -Lasers, you also have means to fight off your enemies' torpedoes! These specialized weapons have a very high fire- and turning rate, at the expense of damage, but they'll catch those torpedoes!
Tons of More Stuff!
There's also tons of other features that will be added in this update, including:
- Easy sector switching for improved commanding of ships
- Specialized Anti-Fighter Weaponry
- New Usable Items
- Rebalancing and Specialization of Weapons
These are the full patchnotes for the combat update, since the last major update on the default branch. These include all changes from the beta branch, although we didn't list changes that only affected the beta branch, such as fixes for bugs that were introduced to the beta branch or balancing that happened on the beta branch. The update will hit the default branch in the next few hours, we're going to make an announcement once it's live!
Gameplay
"You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. Random dialogs popping up were quite the nuisance, we've improved this behavoir and added a hailing system where players can decide to answer calls or just reject them - with consequences though."
- Added a "Switch to Sector" command that lets a player switch to several sectors on the map
- Players can now switch sectors to their own ships, alliance ships and *online* group members
- The current ship stays where it is, only the player moves
- Increased refresh rate (and thus accuracy) of turrets
- Added a "Defensive" mode for independent targeting turrets
- Turrets in "Defensive" mode prefer torpedoes and fighters over other ships
- Added a Search and Rescue mission event
- Added a bulletin board mission to explore a sector
- Added an upgrade that increases pickup range of loot
- Stations now have upgrade slots
- Ships of disbanded alliances can now be claimed by everybody
- Turret and system upgrade loot now only despawn when there is no player in the sector
- Fighters whose mothership got destroyed can now be commanded by all ships of the same faction
- Implemented passing of time for resource depots when they are loaded from disk
- Implemented passing of time for shipyards when they are loaded from disk
- Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly
- Added a hailing system where players can decide to accept a dialog or not
- Adventurer hails instead of popping up a dialog
- Anti-Smuggle ships start hailing before popping up a dialog
- Added basics for usable items
- Usable, scripted items are now possible
- Usable items can be used with Double-Click or Right-Click
- Added a new usable item: Energy Signature Suppressor
- Energy Signature Suppressors can be used to shield a sector's energy signatures
- Sectors which's energy signatures are shielded won't be attacked by persecutors
- Suppressors are active for 10 hours of playtime
- Suppressors can be bought at NEWLY GENERATED Equipment Docks
Point Defense Chaingun/Laser (PDC/PDL)
"Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!"
- Added Point Defense Chainguns as a new weapon
- Extremely fast turning speed
- Very high fire rate
- Non-scaling damage with tech level
- Medium range
- Always independent targeting
- Added Point Defense Lasers
- Point Defense Lasers behave similar to Point Defense Chainguns but are more accurate
- Point Defense Lasers only turn up closer to the galaxy core
Anti-Fighter Cannon (AFC)
"Specialized to fighters, especially in close-range combat."
- Added Anti-Fighter Cannons as a new weapon
- Very fast turning speed
- Shoots projectiles that explode near the target and deal AOE damage
- Lower reach than normal weapons
- Deals fragment damage that's more effective vs. fighters and torpedoes
- Always independent targeting
Torpedoes
"This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here."
- Added Torpedoes
- Torpedoes are always-seeking one-shot weapons that deal massive damage
- Torpedoes must be bought at an Equipment Dock (looting them is planned)
- Torpedoes are made up of a body and warhead
- Torpedo body determines flight properties
- Torpedo warhead determines damage, shield penetration and the like
- Added a torpedo launcher block that launches torpedoes
- Added a torpedo storage block for storing torpedoes
- Each torpedo launcher block adds a new torpedo shaft to your ship
- Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets
- Material of torpedo shafts determines how many torpedoes it can hold
- Torpedo shafts have to be assigned to a weapon group in order to work!
- If a torpedo barely misses its target, it will still explode and deal half damage
Turret Scaling
"Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!"
- Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots
- 2 slot turret: 2x damage, 115% reach
- 3 slot turret: 3x damage, 130% reach
- 4 slot turret: 4x damage, 145% reach
- etc.
- Maximum scaling depends on the kind of turret (example: PDCs never scale)
- Turret rotation speed decreases with size
- Turrets can now use up more than one slot
Enemy Specialization
"In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range."
- Enemies are now more specialized and some will carry torpedoes
- Defender (untouched): Stronger ship that spawns in normal sectors, to defend it
- Carrier: Carries fighter squads, anti-fighter weaponry
- Military Ship (untouched): Default ship with armed turrets
- Torpedo Boat: Attack ship that carries normal torpedoes
- Disruptor: Shield breaking or penetrating ship, can carry torpedoes
- CIWS: Anti-Fighter, Anti-Torpedo weaponry
- Persecutor: Strong attack ship with advanced torpedoes
- Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes
- Artillery Ship: Long range weapons and torpedoes
- Added icons for specialization of enemies
- Added icons for military ships and civil ships
- Pirates have ship classes as well now
Weapon Specialization
"We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes."
- Kinetic Weapons' main purpose is to do damage to hull
- Ranges from low to high: Chaingun, Bolter, Railgun
- General behavior of these remains unchanged
- Disruptor Weapons' main purpose is to deal massive damage to shields
- Ranges from low to high: Tesla, Plasma, Lightning
- Range of Tesla Weapons has been increased
- Range of Lightning guns has been massively increased and their accurancy improved
- Artillery Weapons do mixed damage from very high range
- Ranges from low to high: Cannon, Rocket Launcher
- General behavior of these remains unchanged
- Defensive Weapons are meant for defense against torpedoes and fighters
- Anti-Fighter Cannon (see above)
- Point Defense Chaingun (see above)
- Special Weapons:
- Laser: Mid Range, 100% accuracy
- Pulse Cannon: Mid Range, shield penetration
- The general behavior of these remains unchanged
- Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time
- Mid ranged weapons have average damage, medium turning speed and can fire for some time
- Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly
- Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged
Further Balancing
"We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships."
- Turrets can no longer be built on holo blocks
- Headhunters now spawn as persecutors with torpedoes
- More pirates and more different pirates are being spawned now
- Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons
- Persecutors are disabled for Beginner difficulty
- Reduced price of reconstruction site setting by 50%
- Reduced artificial jump calculation time by 50%
- Note: Jump calculation time masks sector generation time - So it's very possible that on busy servers your calculation time may still be high.
Server
- Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified
- Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game
- Chat messages that are sent with the /say command (and others) have their own message type and stand out more
- Added a config option to enable invincibility for player ships when players log out
- This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds
- Added a /difficulty command to change the difficulty of the server
Client & UI
- Added a builk assign/unassign/dismiss UI for crews
- Improved layout of trade invite window
- Increased amount of time radar blips are visible on the map
- Gate and wormhole lines to undiscovered sectors are faded out
- Reduced maximum intensity of bloom
- New inventory items are set to non-recent on mouseover, not click
- Improved hit feedback (damage numbers)
- Hit feedback displays dodges of fighters as well
- Added dps, shots until overheating weapons for overheating weapons to tooltips
- Added block penetration of railguns to tooltips
- Added description for no shield damage to tooltips
- Improved overview of crew salary in ship tabs
- Salary is displayed by default
- Salary is yellow when due
- Added a "Press T to Enter" text when approaching a ship that can be flown
- Added scrolling for ComboBox
- Added numbers to different corner blocks to tell them apart by name
- Increased visibility of turret overheating displayer
- Added icons for home sector and reconstruction site
- Added multi-key (Ctrl-F, etc.) key assignments
- Improved layout of controll settings window
- Added hotkeys for fighter commands
- Turrets no longer lose their favorite or trash marker when built onto a ship
- Added a combo box for the ingame game menu to change difficulty
- Only in singleplayer or when you have the correct permissions on the server
- Added borders to dropdown menus of UIComboBox
- Added a pause key
- Added a warning window for applying ship plans with large block counts
- Added context menus for right-click on inventory items
- Mailing items can be done with RMB now
- Destroying items can be done with RMB now
Misc
- Improved logging when a crash happens
- Improved description clarity of "All Turrets" turret upgrade
- Added community localization for Turkish
- Thanks Corviuse for your hard work on the translation!
- Added more debug logging output
- Threads print out what they were last doing on crash and where (sector)
- Threads print out when they're started and stopped
- Chat window now prints messages to the console
Scripting API
"We're taking the first steps towards a more modular modding API and dynamic mod loading."
- Improved and added missing documentation of several callbacks
- Added getCurrentLanguage() function to client API
- Added a new ServerInformation chat message type
- Added torpedoes to API
- Implemented init.lua scripts for player, entity and sector
- Removed sector.lua script and moved its contents to init.lua scripts
- Fixed addScriptOnce() function so it works when scripts aren't initialized yet
- Implemented a script callback "onEntityJump" for when entities jump
- Added a "transferEntity" function to Galaxy to easily move entities between sectors
- GameSettings class is now available on both client and server
- Difficulty enum is now available on both client and server
- Added script callbacks for torpedo launcher events
- A new script template type for usable items was introduced
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you everybody for reporting and keep it up!"
- [UBR] Fixed an issue in whisp command for names with spaces
- [UBR] Fixed several issues with hangar visuals
- [UBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station
- [UBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode
- Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection
- Fixed swapped line in screenshots
- [UBR] Fixed several issues with spelling and typos
- [UBR] Fixed an issue where wormholes to non-passable sectors could be created
- [UBR] Fixed an issue where energy system would load battery with too high speeds
- [UBR] Fixed an issue where the sun could shine through planets
- [UBR] Fixed an issue where keybindings for mirroring were not taken from the config
- [UBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad
- [UBR] Fixed an issue where buttons of hint windows could be placed outside the game window
- [UBR] Fixed an issue where energy weapons fired even when disabled in energy tab
- [UBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships
- [UBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches
- [UBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit
- [UBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen
- [UBR] Fixed an issue that lead to one-way gates from start sector
- [UBR] Fixed an issue where the turret factory ui showed stolen goods
- Fixed an issue where the building stats UI started off at the wrong position
- [UBR] Fixed an issue that lead fighters without motherships to attack gates
- [UBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly
- [UBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership
- [UBR] Fixed an issue where action music wasn't triggered for players in alliance ships
- [UBR] Fixed an issue where turrets could be placed on hangar openings
- [UBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP"
- [UBR] Fixed an issue when building two ships with the same name in a shipyard
- [UBR] Fixed an issue where players in alliance ships didn't get some achievements
- [UBR] Fixed an issue where player-owned stations could be exploited
- [UBR] Fixed an issue where players and alliances could exploit stations
- Fixed an issue where pulse conservation wasn't considered correctly when building
- [UBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart
- [UBR] Fixed an issue where ingredients would get reset in turret factory after building a turret
- [UBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!)
- [UBR] Fixed non-existing ship styles at alliance shipyards
- Note: This only affects new alliances
- [UBR] Fixed an issue that caused one-way gates
- [UBR] Fixed an issue where the order of stations in the station founder gui wasn't stable
- Fixed several client-sided crashes
- [UBR] Fixed an issue where wreckages in a stationwreckage sector had an active deletion timer
- [UBR] Fixed an issue where bonus stats in a turret factory would change when transferring it to the alliance
- [UBR] Fixed a crash when resolving intersections between entities
- [UBR] Fixed an issue that led to hangars and torpedo launchers not being restored after server crashes
- [UBR] Fixed an issue that led to crashes when deleting a selection of blocks while mirroring is enabled
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"Added a new category for inventory items: Usable Items!"
- Added basics for usable items
- Usable, scripted items are now possible
- Usable items can be used with Double-Click or Right-Click
- Added a new usable item: Energy Signature Suppressor
- Energy Signature Suppressors can be used to shield a sector's energy signatures
- Sectors which's energy signatures are shielded won't be attacked by persecutors
- Suppressors are active for 10 hours of playtime
- Suppressors can be bought at NEWLY GENERATED Equipment Docks
UI
- Added a warning window for applying ship plans with large block counts
- Added context menus for right-click on inventory items
- Mailing items can be done with RMB now
- Destroying items can be done with RMB now
Scripting API
- A new script template type for usable items was introduced
Bugfixes
- [UBR] Fixed an issue that led to crashes when deleting a selection of blocks while mirroring is enabled
- [UBR] Fixed an issue that led to torpedo tab crashing the game
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"Random dialogs popping up were quite the nuisance, we've improved this behavoir and added a hailing system where players can decide to answer calls or just reject them - with consequences though."
- Added a hailing system where players can decide to accept a dialog or not
- Adventurer hails instead of popping up a dialog
- Anti-Smuggle ships start hailing before popping up a dialog
- Added Point Defense Lasers
- Point Defense Lasers behave similar to Point Defense Chainguns but are more accurate
- Point Defense Lasers only turn up closer to the galaxy core
- Improved turret AI to better aim at torpedoes
Balancing
"We've done some polishing on persecutors to no longer have them attack immediately and we've also given them some dialog. We still want them to be somewhat of a nuisance though, but you can get rid of them more easily now."
- Improved behavior of persecutors
- Persecutors now hail the player, with a timeout for not answering
- Persecutors can no longer jump immediately after a player
- Persecutors lose interest after 4 jumps of following the player
- Persecutors no longer attack immediately, but try to get some protection money from the player
- Reduced artificial jump calculation time by 50%
- Note: Jump calculation time masks sector generation time - So it's very possible that on busy servers your calculation time may still be high.
- Mining lasers and salvaging lasers no longer take up more than 3 slots
UI
- Group sector switching hint is now displayed before all other sector switching hints to be more clear
Scripting API
- Added script callbacks for torpedo launcher events
Bugfixes
"As usual, bugfixes marked with [UBR] are user bug reports. Thank you everybody for reporting and keep it up!"
- [UBR] Fixed a crash when resolving intersections between entities
- [UBR] Fixed an issue that led to hangars and torpedo launchers not being restored after server crashes
- [UBR] Fixed an issue where Xsotan wouldn't turn aggressive when firing torpedoes
- [UBR] Fixed an issue that, among other things, led to mining lasers no longer working and being counted as armed weapons
- Note from Koonschi: This will sadly not fix currently skewed weapons, that's simply not possible. Sorry guys :(
- [UBR] Fixed an issue where torpedoes could deal damage to ships in pvp-damage-free zones
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Balancing
"We had a few issues with PDCs being way stronger during the early game than intended, so we changed their damage type to the same as anti-fighter cannons, leaving their specialty of destroying torpedoes and fighters intact, but reducing the damage to everything else."
- PDCs now deal fragment damage, ie. more damage to torpedoes + fighters, less damage to other things
- This only affects new PDCs
- Damage to torpedoes and fighters remains the same
- Damage to other things is decreased to 10%
- Persecutors no longer spawn in sectors with alliance or player ships that wouldn't trigger the spawn by themselves
- Scaled down damage of used turrets in fighter factory based on their slots
Graphics
"Improved visuals to better display torpedoes, so you know where they come or came from and what exactly hit you."
- Added a torpedo engine tail
- Tail has the same color as the warhead to show which torpedo is coming
UI
"Mostly convenience things, and we also added a way to change the ingame difficulty without you having to edit .ini files."
- Turrets no longer lose their favorite or trash marker when built onto a ship
- Added a combo box for the ingame game menu to change difficulty
- Only in singleplayer or when you have the correct permissions on the server
- Added borders to dropdown menus of UIComboBox
- Added a pause key
Misc
- Added more debug info on exception in workpool thread
Server
- Added a /difficulty command to change the difficulty of the server
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks guys for reporting and helping us make the game better! Keep it up!"
- [UBR] Fixed an issue that caused one-way gates
- [UBR] Fixed an issue where the order of stations in the station founder gui wasn't stable
- Fixed an error in german translation
- Fixed several client-sided crashes
- [UBR] Fixed an issue where wreckages in a stationwreckage sector had an active deletion timer
- [UBR] Fixed an issue where travelling merchants had the civil-ship icon instead of their specific trading one
- [UBR] Fixed an issue where bonus stats in a turret factory would change when transferring it to the alliance
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"We realized that you might also want to manage your alliance ships and stations, so now you can switch sectors to those as well. Being shot down and sent all the way back while playing coop was also a real bummer, especially when your group members survived, so we added a way to continue playing together even if one of you gets destroyed."
- Players can now switch sectors to alliance ships
- Players can now switch sectors to sectors with their *online* group members
Balancing
"Persecutors are really harsh for new players and were designed with experienced players in mind, from whom the feedback has been very good so far. However, they can be very punishing without any announcement, so we tuned them down a little for the 'Easy' and 'Normal' difficulties. They behave the exact same way as they did before for 'Veteran'+ difficulties."
- AI torpedoes are slower on lower difficulties
- Reduced one-shot potential of AI torpedoes against player & alliance ships on "Normal" & lower difficulties
- Persecutors spawn less often on "Easy" and "Normal" difficulty
- Persecutors spawn more further inwards to the core on "Easy" and "Normal" difficulty
- Persecutors don't follow players on "Easy" difficulty
- Adjusted balancing of loot-range boosters
- Lower energy, better scaling with rarity, lower price per range
- Changed name of loot-range boosters to something a little more immersive
Scripting API
- GameSettings class is now available on both client and server
- Difficulty enum is now available on both client and server
Misc
"We've been getting reports about crashes, so in order to ease future bughunts we've added a lot more thread-related debug output."
- Added more debug logging output
- Threads print out what they were last doing on crash and where (sector)
- Threads print out when they're started and stopped
- Chat window now prints messages to the console
Bugfixes
"User bug reports are, as always, marked with [UBR]. Thank you everybody who helped and reported, keep it up!"
- [UBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!)
- [UBR] Fixed non-existing ship styles at alliance shipyards
- Note: This only affects new alliances
- [UBR] Fixed an issue where damage of enemies could become infinity
- Torpedoes no longer have shield penetration when they detonate due to a miss
PLEASE NOTE: THESE CHANGES ARE EXPERIMENTAL, WILL HAVE TO BE TESTED AND WILL UNDERGO CHANGES. Please report concerns and issues so we can address them. Now that this is out of the way, here are the patchnotes for the combat update: Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. Apart from that, we added more content, more polish."
- Added a "Switch to Sector" command that lets a player switch to a ship of his on the map
- Increased refresh rate (and thus accuracy) of turrets
- Added a "Defensive" mode for independent targeting turrets
- Turrets in "Defensive" mode prefer torpedoes and fighters over other ships
- The current ship stays where it is, only the player moves
- Added a Search and Rescue mission event
- Added a bulletin board mission to explore a sector
- Added an upgrade that increases pickup range of loot
- Stations now have upgrade slots
- Ships of disbanded alliances can now be claimed by everybody
- Turret and system upgrade loot now only despawn when there is no player in the sector
- Fighters whose mothership got destroyed can now be commanded by all ships of the same faction
- Implemented passing of time for resource depots when they are loaded from disk
- Implemented passing of time for shipyards when they are loaded from disk
- Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly
Point Defense Chaingun (PDC)
"Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!"
- Added Point Defense Chainguns as a new weapon
- Extremely fast turning speed
- Very high fire rate
- Non-scaling damage with tech level
- Medium range
- Always independent targeting
Anti-Fighter Cannon (AFC)
"Specialized to fighters, especially in close-range combat."
- Added Anti-Fighter Cannons as a new weapon
- Very fast turning speed
- Shoots projectiles that explode near the target and deal AOE damage
- Lower reach than normal weapons
- Deals fragment damage that's more effective vs. fighters and torpedoes
- Always independent targeting
Torpedoes
"This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here."
- Added Torpedoes
- Torpedoes are always-seeking one-shot weapons that deal massive damage
- Torpedoes must be bought at an Equipment Dock (looting them is planned)
- Torpedoes are made up of a body and warhead
- Torpedo body determines flight properties
- Torpedo warhead determines damage, shield penetration and the like
- Added a torpedo launcher block that launches torpedoes
- Added a torpedo storage block for storing torpedoes
- Each torpedo launcher block adds a new torpedo shaft to your ship
- Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets
- Material of torpedo shafts determines how many torpedoes it can hold
- Torpedo shafts have to be assigned to a weapon group in order to work!
- If a torpedo barely misses its target, it will still explode and deal half damage
Turret Scaling
"Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!"
- Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots
- 2 slot turret: 2x damage, 115% reach
- 3 slot turret: 3x damage, 130% reach
- 4 slot turret: 4x damage, 145% reach
- etc.
- Maximum scaling depends on the kind of turret (example: PDCs never scale)
- Turret rotation speed decreases with size
- Turrets can now use up more than one slot
Enemy Specialization
"In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range."
- Enemies are now more specialized and some will carry torpedoes
- Defender (untouched): Stronger ship that spawns in normal sectors, to defend it
- Carrier: Carries fighter squads, anti-fighter weaponry
- Military Ship (untouched): Default ship with armed turrets
- Torpedo Boat: Attack ship that carries normal torpedoes
- Disruptor: Shield breaking or penetrating ship, can carry torpedoes
- CIWS: Anti-Fighter, Anti-Torpedo weaponry
- Persecutor: Strong attack ship with advanced torpedoes
- Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes
- Artillery Ship: Long range weapons and torpedoes
- Added icons for specialization of enemies
- Added icons for military ships and civil ships
- Pirates have ship classes as well now
Weapon Specialization
"We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes."
- Kinetic Weapons' main purpose is to do damage to hull
- Ranges from low to high: Chaingun, Bolter, Railgun
- General behavior of these remains unchanged
- Disruptor Weapons' main purpose is to deal massive damage to shields
- Ranges from low to high: Tesla, Plasma, Lightning
- Range of Tesla Weapons has been increased
- Range of Lightning guns has been massively increased and their accurancy improved
- Artillery Weapons do mixed damage from very high range
- Ranges from low to high: Cannon, Rocket Launcher
- General behavior of these remains unchanged
- Defensive Weapons are meant for defense against torpedoes and fighters
- Anti-Fighter Cannon (see above)
- Point Defense Chaingun (see above)
- Special Weapons:
- Laser: Mid Range, 100% accuracy
- Pulse Cannon: Mid Range, shield penetration
- The general behavior of these remains unchanged
- Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time
- Mid ranged weapons have average damage, medium turning speed and can fire for some time
- Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly
- Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged
Further Balancing
"We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships."
- Turrets can no longer be built on holo blocks
- Headhunters now spawn as persecutors with torpedoes
- More pirates and more different pirates are being spawned now
- Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons
- Persecutors are disabled for Beginner difficulty
- Reduced price of reconstruction site setting by 50%
Server
- Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified
- Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game
- Chat messages that are sent with the /say command (and others) have their own message type and stand out more
- Added a config option to enable invincibility for player ships when players log out
- This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds
Client & UI
- Added a builk assign/unassign/dismiss UI for crews
- Improved layout of trade invite window
- Increased amount of time radar blips are visible on the map
- Gate and wormhole lines to undiscovered sectors are faded out
- Reduced maximum intensity of bloom
- New inventory items are set to non-recent on mouseover, not click
- Improved hit feedback (damage numbers)
- Hit feedback displays dodges of fighters as well
- Added dps, shots until overheating weapons for overheating weapons to tooltips
- Added block penetration of railguns to tooltips
- Added description for no shield damage to tooltips
- Improved overview of crew salary in ship tabs
- Salary is displayed by default
- Salary is yellow when due
- Added a "Press T to Enter" text when approaching a ship that can be flown
- Added scrolling for ComboBox
- Added numbers to different corner blocks to tell them apart by name
- Increased visibility of turret overheating displayer
- Added icons for home sector and reconstruction site
- Added multi-key (Ctrl-F, etc.) key assignments
- Improved layout of controll settings window
- Added hotkeys for fighter commands
Misc
- Improved logging when a crash happens
- Improved description clarity of "All Turrets" turret upgrade
- Added community localization for Turkish
- Thanks Corviuse for your hard work on the translation!
Scripting API
"We're taking the first steps towards a more modular modding API and dynamic mod loading."
- Improved and added missing documentation of several callbacks
- Added getCurrentLanguage() function to client API
- Added a new ServerInformation chat message type
- Added torpedoes to API
- Implemented init.lua scripts for player, entity and sector
- Removed sector.lua script and moved its contents to init.lua scripts
- Fixed addScriptOnce() function so it works when scripts aren't initialized yet
- Implemented a script callback "onEntityJump" for when entities jump
- Added a "transferEntity" function to Galaxy to easily move entities between sectors
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you everybody for reporting and keep it up!"
- [UBR] Fixed an issue in whisp command for names with spaces
- [UBR] Fixed several issues with hangar visuals
- [UBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station
- [UBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode
- Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection
- Fixed swapped line in screenshots
- [UBR] Fixed several issues with spelling and typos
- [UBR] Fixed an issue where wormholes to non-passable sectors could be created
- [UBR] Fixed an issue where energy system would load battery with too high speeds
- [UBR] Fixed an issue where the sun could shine through planets
- [UBR] Fixed an issue where keybindings for mirroring were not taken from the config
- [UBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad
- [UBR] Fixed an issue where buttons of hint windows could be placed outside the game window
- [UBR] Fixed an issue where energy weapons fired even when disabled in energy tab
- [UBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships
- [UBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches
- [UBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit
- [UBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen
- [UBR] Fixed an issue that lead to one-way gates from start sector
- [UBR] Fixed an issue where the turret factory ui showed stolen goods
- Fixed an issue where the building stats UI started off at the wrong position
- [UBR] Fixed an issue that lead fighters without motherships to attack gates
- [UBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly
- [UBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership
- [UBR] Fixed an issue where action music wasn't triggered for players in alliance ships
- [UBR] Fixed an issue where turrets could be placed on hangar openings
- [UBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP"
- [UBR] Fixed an issue when building two ships with the same name in a shipyard
- [UBR] Fixed an issue where players in alliance ships didn't get some achievements
- [UBR] Fixed an issue where player-owned stations could be exploited
- [UBR] Fixed an issue where players and alliances could exploit stations
- Fixed an issue where pulse conservation wasn't considered correctly when building
- [UBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart
- [UBR] Fixed an issue where ingredients would get reset in turret factory after building a turret
Hey everybody, Quick update: The patch 0.15.8 is now live on the default branch. In the meantime we're still working on balancing and a few more features for the Combat Update I and we're planning to release it to the beta branch very soon. Happy playing!
We're squeezing in an important update before the combat update to add a feature that has been long requested and has been more than overdue: Out-of-sector-catch-up. Basically, the way it works in Avorion is this: Since sectors take up a lot of memory, they're unloaded onto your hard drive when they haven't been visited for a while or when there are no players or player crafts in them. The major problem that is created by this system, is that sectors without players or crafts are basically frozen, meaning they will be in the same state when they're re-loaded into memory as they were when they were unloaded. You could visit a sector after hours and it would basically still be in the same state. In order to tackle this issue, we've introduced a callback to our scripts that will enable scripts to get a notification for when a sector has been loaded from disk, and how long it has been since it was last loaded. We've equipped the most important entity scripts (ie. factories and similar) with this kind of callback so that the economy isn't frozen every time you leave a sector. The out-of-sector-catch-up will be available for all stations in existing savegames, while the new stocking mechanic will only be available to newly discovered factories, due to technical reasons. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Time passed is now simulated for most important stations when players are not in the sector and it gets suspended to disk
- Habitats now buy books
Balancing
"AI factories with no products available are basically useless to the player, and too many empty ingredient slots make the factory unable to produce. So we're changing the way that factories are initially stocked, giving them more overall interactibility with players. At the same time we've toned down the profit margin for highly stocked or understocked factories, since these cases happen a lot more often now."
- Factories can now have an initial stock of either medium amount of ingredients and products
- Factories can now have an initial low stock of ingredients and high stock of products
- Reduced impact of shortage and abundance of stock on prices from 20% to 10%
Scripting API
- Added a sector callback "onRestoredFromDisk" that will receive the amount of time in seconds that the sector has been suspended to disk
Misc
- Removed X-Mas Contest fighter tag
- Craft destruction is now logged for all players, not just logged in players
Bugfixes
"As usual, bugfixes marked with UBR are user reported bug fixes. Thanks everybody for reporting!"
- [UBR] Fixed an issue where the area of jumpable sectors wasn't drawn on the galaxy map
- [UBR] Fixed an issue where the "build" option wasn't available in the interaction menu for alliance ships
- Fixed an issue in build mode where the block size could get too large and even NaN
- [UBR] Fixed an issue where organize goods missions weren't saved correctly
- [UBR] Fixed an issue where Bottan didn't jump away when receiving collision damage
- [UBR] Fixed an issue where ships duplicated after server crashes
- [UBR] Fixed an issue where trading ships would get stuck and block docking ports
We are happy to announce the winners of our X-Mas Fighter Building Contest:
1st Place
Christmas Tree by Fichom http://steamcommunity.com/sharedfiles/filedetails/?id=1244056544
2nd Place
STCL-01 'Giftbringer' Light Attack Fighter by aots http://steamcommunity.com/sharedfiles/filedetails/?id=1243846876
3rd Place
MEC 'Polar Express' Cargo Vehicle by Velvet http://steamcommunity.com/sharedfiles/filedetails/?id=1243566137
All entries to the contest can be viewed by selecting the "X-Mas Fighter Contest 2017" tag in the workshop. Make sure to check them out! There were so many amazing builds that we had a really hard time selecting the winners. A big thank you to all the participants for sharing those beautiful fighters with us!
Hey guys,
We hope you all have a great 2018! We’re back from spending the holidays with our families and are now putting the final polish on part I of the Combat Update. We’re also working through a stack of bug reports that has piled up over the break. Thank you all for playing, testing, reporting and helping us to improve the game!
In addition we’d like to thank everyone who participated in the X-Mas Fighter Building Contest. Your builds are creative, funny and beautiful and we’re having a lot of fun testing them! It’ll be a few days until we announce a winner because it’s a really tough decision.
Have fun!
Featuring:
Top image: Xmas Light by ᖷ⅃0ᗡUUႱ
Bottom image:
Schneeflocke by hmun
Skiing Santa - Fighter Blueprint by FriXioN
Blitzen by William the Bat
It's time for the first ever building contest in Avorion: Build the coolest holiday themed fighter!
How to take part?
- Build a fighter - Upload it to the workshop between 0:01 December 25th, 2017 and 23:59 January 1st, 2018 (CET) - Use the X-Mas Fighter Contest 2017 tag - Make sure it’s public and not only visible to you - Add awesome screenshots to catch our attention! The Winners will be announced mid January on the official Avorion forum and on Steam.
Good to know:
Fighters can only have a maximum of 200 Blocks. They don’t need engines, thrusters or any other blocks needed for flight so you can put all the 200 Blocks into the visual design.
Rules:
- Only original work, no reposting of other people’s work. - Fighters have to be submitted with the contest tag between 0:01 12/25/2017 and 23:59 1/1/2018 CET - We will be featuring the winners on our social media platforms. - By submitting a build to the workshop with the contest tag, you grant us permission to post your screenshots of this specific build or screenshots we take with your build on our social media sites, websites and forums.
Over the last weeks, we've been working hard on the Combat Update, and it's taking great shape! We did realize though, that there's a lot of content that we want to add, and it would take us a lot longer than anticipated to finish everything that we had in mind. Since we told you before that we want to do more frequent, but smaller updates, we're going to split this update into two parts:
Combat Update Part I
Along with the usual bugfixes and QoL changes, this part will be containing one big new feature: Torpedoes! Since the purpose of this update is mainly to make combat more interesting and engaging, you (and the AI as well!) will be able to equip your ships with this high range, high damage but also high price weaponry. Torpedoes can be shot down, if you react fast enough, but if you don't, prepare yourself for some serious damage. Alongside torpedoes, we're adding the specialized ships that we already announced in the last update. There will be ships that are especially strong against shields, hull, fighters, and so on. In order to be successful in combat you'll have to make sure that your strategy includes getting rid of these specialists first, before they take advantage of your weak points. The last big features with this update will be more specialized weapons, giving weapons more specific roles, as well as improved control over your ships that are far away. You'll be able to visit sectors where you have ships or stations, so that you can give orders more effectively and don't have to warp all the way back to just tell your miner to change sectors.
Combat Update Part II
In part II we're going to address more visual issues. You can, amongst other things, look forward to coaxial weaponry and player-created turret visuals! Have fun! [Screenshot: All of the reworked weapons firing. (Workshop ship by TESLA)]
Now that the Economy Update is on the stable branch, we are concentrating our efforts on the Combat Update. We want to make combat more engaging through a combination of reworking and re-balancing some of the existing combat mechanisms and adding some new ones while we’re at it. Here are some of the features you can look forward to:
Re-balancing of Weapons
We want weapons to be more specialized so every weapon has its very own purpose with accompanying strengths and weaknesses.
Specialized Enemies
Along with specialized weapons comes the AI’s use of those weapons. We’re making enemies more interesting by giving them different characteristics in their fighting style. Some will use lots of fighters, others will be strong against shields or on long range, while others are especially good at defending against fighters. You'll have to know your enemy and adjust your fighting style to keep the upper hand!
Torpedoes
We're excited to announce that we'll be introducing torpedoes as a new weapon type! Torpedoes will be very strong long range weapons, but they will also be more costly and won't have endless ammunition with these. Oh, and the enemy will have them, too, so better prepare some weaponry to shoot them down.
Defense Weaponry
With fighters and torpedoes threatening your ship, you need viable defense mechanisms. Chainguns will be a possibility but we’re with this update we're also adding anti-air weaponry that is specifically made for defense against fighters. That's all for now, we'll be releasing more details next week! Have fun!
With the last patch we've introduced a mechanic with which we wanted to make salvaging more interesting, but instead it created a whole array of new problems. We wanted Salvaging Lasers to do less damage to blocks to be a way of making players salvage the correct blocks, to show you immediately that some blocks are not worth salvaging and thus not worth your time. The damage decrease was also meant to give you immediate feedback on the rates of blocks, but instead it crippled salvaging-specialized ships. We also didn't think of AI salvagers and salvaging fighters while implementing this change. This is on us, and one of the biggest reasons why we're releasing this patch. I'd also like to clarify a few misconceptions that we've seen in the comments and posts around here.
- We never changed the drop rates for items like cargo, upgrades or turrets, you still get the same amount of those.
- We never wanted to punish or inhibit you from using salvage fighters.
- We never wanted to forbid AI salvaging.
Balancing
- Salvaging lasers no longer have reduced damage against blocks with low yield
Bugfixes
- Fixed several occurrences of text going over its bounds
Alright, so let's talk about salvaging.
What's the Problem?
It has been brought to our attention by many different users that salvaging right now is simply too strong compared to mining. This has multiple reasons, one of them simply being a bug/exploit that drops way too many resources when a wreckage is split in half. Another reason is that, with the addition of new blocks, wrecks got a kind of value-creep, meaning they received a lot more resources than they should through the addition of more valuable blocks, like for example gyros. This has led to scrapyards and wreckage fields just being massive fields of resources with hundreds of wreckages having hundreds of thousands of resources each. This was never intended to be in the game like that. One more reason why it's just so much more profitable than mining, is that in addition to lots of resources, wreckages drop upgrades, turrets and cargo as well.
Our Intentions
We want salvaging to be less like mining and more like its own thing, more like actual salvaging or scavenging. We want to emphasize going for the valueable parts in wreckages, using combat weapons to blast away armor and expose generators and others and then salvage them with your salvaging lasers. Finding a salvageable wreckage should be something special, it's weird when you can just go to a wreckage field and AFK beam through everything (if it's that easy, why wouldn't the NPCs have done that already?). It should also still be rewarding, meaning the resources that you get from a valuable wreckage should still be high in comparison to a normal asteroid.
The Solution
From now on, salvaging lasers will do less damage to blocks that won't give you a high resource yield, giving you immediate feedback on what blocks you should scavenge. We've also reduced the yield for blocks that are extremely common on wreckages, so that a single wreckage in the naonite belt won't contain 200.000 naonite or more any more (which is just an insane amount, to be honest). In addition to that, you won't be the only one who goes salvaging any more, so you're now less likely to find wreckages that still have valuable parts in them. When you do find one though, it will be pretty much just as rewarding as before, minus the extreme split-the-wreckage-into-half resource drop. We realize that some of you will be unhappy about this change, but we think the new behavior is healthier for the game in the long run. So now, keep your eyes open for unsalvaged wreckages, and then salvage their techy (glowy) blocks and expose their valuable parts wherever necessary.
Gameplay
- You're not the only scavenger: Salvageable wreckages with extremely high resource values are less common
Balancing
"In order to make up for the potential income deficiency from the salvaging fix and to make mining more profitable, we've adjusted the efficiencies of mining lasers in this patch, too."
- Salvaging lasers deal less damage to blocks with low yield
- Reduced harvesting yield for the most common blocks
- Harvesting yield for blocks like shield/energy generators, batteries, inertia dampeners, etc. remains at 100%
- Increased Mining Laser base efficiency from 12% to 15%
- Increased Mining Laser efficiency randomized variety from 0% - 5% to 0% - 10%
- Increased Mining Laser efficiency scaling from rarity from 5% to 10%
- Mining laser base efficiency ranges from 10% (worst case + worst rarity) to 75% (best case + best rarity), up from 7% and 42%
Bugfixes
- [UBR] Fixed an issue that led to wreckages dropping lots of resources when split in half
- [UBR] Fixed an issue where energy required by hyperspace engine would be infinitely large
- [UBR] Fixed tesla turrets not showing up in turret factory
It's time for the economy update! We're proud to present a lot of improvements to the economy and production chains of Avorion!
Station Building
You can now build nearly all stations, including Shipyards, Repair Docks, Turret Factories, Equipment Docks and many more! The owners of these stations get a 20% tax of the income of these stations, as well as cheaper prices!
Player Trading
Players will now be able to actually trade with each other, allowing them to set their offers and then accept them, instead of having to write mails and hoping that the other player will respond.
Cargo Shuttles
In order to keep your production chains running, we've now added cargo shuttles to the range of features! You can buy cargo shuttles and configure your stations to either deliver their goods to other stations or fetch required production components from other stations, be it AI stations or your own.
Fully Configurable Factories
In addition to cargo shuttles, you can now configure the price margin for your factories, which will directly influence the amount of traders that will either buy or sell their goods there. Factories can also be told to actively request trading ships to deliver goods to them or buy products when your factories' cargo bays are full.
Rebalanced Economy & Factories
With the economy update, we've also overhauled all production chains to make sure they're all profitable over time. Additionally, factory and station costs have been drastically reduced to be profitable. Life on a station is way less dangerous than on a space ship that might fly into battle or asteroids, so your station's crew shouldn't ask for that money, right? You'll also like to hear that some derpy AI cargo ship pilots will now get docking assistance through tractor beams.
Reworked Chat Window
We've made some big improvements to the Chat Window! You can now (finally) scroll in the chat window, and we've also added more channels that you can select and filter by, so that you can keep an overview of all the things that are going on.
Crew Transports
In order to ease building of huuuuuuge space ships we've added a nice little comfort feature: At every station where you can hire crew, if your relations are good enough, you can request transports for huge amounts (300 or more) of crewmen, that will instantly crew your entire ship. No more flying from station to station just to get that battleship going.
Lots of Quality of Life Changes & More!
Apart from the above changes, we've added tons and tons of other small improvements: Much better performance during fights and building, improved UI, more events and many more. If you'd like to check out the full patchnotes, we've collected them here (it's a long read though!): http://steamcommunity.com/games/445220/announcements/detail/1451712669489440312 With this update we're also starting to add earlier versions of Avorion to the betas, so that you can go back to any final version of the updates in case you liked that particular update back then. We wish you lots of fun with the Economy Update!
The economy update is here! In this patch, we've reworked factories, stations and a lot of things that have to do with economy. Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation!
Gameplay
"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
- Predictable Crew: Hireable crew is more dependent on the type of station
- Event: Resource Depots request delivery of a specific resource
- Player ships can now be transferred to the alliance (no taksies backsies though!)
- Added trading between players
- Players can now trade money, resources, items and relation improvements
- AI trading ships are now pulled towards/pushed away from docks with a tractor beam
- AI trading ships avoid occupied docks
- When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
- Fulfilling delivery missions now improves relations
- Stations can now hire crews from themselves
- Added a requestable crew transport that delivers an entire crew to the ship that requested it
- Stations can now hire crews from themselves
Economy
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
- Added cargo shuttles
- Cargo shuttles can be bought at equipment docks
- Custom cargo shuttles can be built at a fighter factory
- Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
- Factories can be configured to request traders when they are full or run out of ingredients
- Factory production time is influenced by value of the production and the production capacity
- Factory station extensions now add production blocks
- Rebalanced several goods and production chains to avoid completely over/underpowered factories
- Crew payment is now only a third of what it used to be, matches with shown pay now
- More secure stations
- Stations require less repair crew
- Station crew payment reduced by 75%
- Relations to AI factions can now be worsened in diplomacy tab for players and alliances
- Added new factories: Coal Mine and Oil Rig
- Hangar starting positions now always stick out 150 meters over the bounding box of the craft
- The spawning of traders now depends on the prices set at factories
- Low prices: More traders that like to buy
- High prices: More traders that like to sell
- Missing ranking officers no longer prevent players from buying crew
- Instead, morale drops over time
- In turret factories, independent targeting can now be enabled with Targeting Systems
- Factories can now be upgraded in their config menu
Station Building
- Players can now found the following stations, too:
- Biotope
- Casino
- Habitat
- Equipment Dock
- Fighter Factory
- Research Station
- Resource Depot
- Smuggler's Market
- Trading Post
- Turret Factory
- Military Outpost
- Shipyard
- Repair Dock
- Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
Balancing
- Reduced amount of reputation loss when smuggling by 50%
- Biotope buys plants now
- Crew leaves the ship only after 30 minutes of 0 morale, instead of 10 minutes
- Missing ranking officers only affect morale after 20 minutes, instead of 10
- Loyal Officers: Officers are no longer influenced by morale (but will still leave the ship when morale is 0 for too long.)
- Interaction distance for ships is now 500m instead of 200m
Graphics
- Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
- Reduced blue tint for shield effect
UI
"We've reworked the way the chat window works, apart from that, you'll mostly see quality of life changes in this section."
- Reworked chat window
- Added filters for different channels
- Added a scroll bar for the last few hundred messages
- Added tooltips to mission exclamation marks on the galaxy map
- Added an icon to show when bulletin boards have missions
- Improved names of stations in delivery missions
- Fighters that are unable to land make an error message pop up at the top of the screen
- Energy usage of energy weapons is now also visible when they're not firing
- Automatically create new squad if there is no free slot when transfering fighters
- If there is a free slot in a non-adjacent squad it is used first
- Added description of relations to sector-controlling faction to galaxy map tooltip
- Lost fighters without motherships can now be collected by other ships of the same faction
- Added a hint for rearranging energy system priorities
- Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
- Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
- Removed own playername from dropdown menu when writing an email
- Items marked as "trash" are now at the end inventory lists
- Improved visibility of the trash icon
- Trading routes between player stations are now detected
- Added a warning when a new key binding is already bound to another key
- Removed a few outdated hints
- Increased amount of UI background threads to 4
- Added several more loading screen tips concerning building and crew
- Added warnings depending on the available amount of vram
- Added a hint for pressing ALT to select attachment block for templates
- Tabbing through textboxes in multiple places works as intended now
- Auto-save of builds in build mode can be turned on/off
- When a local dedicated server is started, singleplayer button gets disabled
- Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
- Collected all (potential) good trading windows in one "Trade Goods" window
- Mines no longer have 2 separate options "Buy/Sell" and "Sell"
- Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
- Added ship problem messages for low morale and missing ranking officers
- Added warning icons for crew issues to crew tab
- The block size of the normal place block brush in building mode is now persistent
- Added processing power display to ship stats
- Changed "Press space to jump..." to "Tap space..." in tutorial for improved clarity
Client
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
- Improved printing of GL errors
- Added new MessageBoxes that work on Linux as well
- Added a check for crashes at startup
- Improved compatibility for older GPUs
- Added lots of new loading screen tips
- Added some Sci-Fi and actual science trivia to loading screen tips
- Improved full-screen resolutions for computers with multiple, varying size displays
- Improved handling mouse and windows for computers with UI scaling enabled
Performance Tuning
- Collision data in building mode is now calculated asynchronically for better performance while building
- Improved performance of building stats preview when placing/removing a block
- Auto-saving of ships is now done asynchronically for better performance
- Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
- Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
- Improved network and client performance when removing multiple blocks
Server
- Fixed an issue where /run would command not work with normal statements
- Added a devMode setting to server.ini
- Fighter minimum production limit is 5 seconds instead of 60
- No hyperspace restrictions
- entitydbg.lua script is attached by default to nearly all entities
- Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
- Scripted server commands appear in /help overview now
- Improved formatting of /help command output
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
- Added a value to server.ini to restrict the maximum amount of blocks for player crafts
- Added values to server.ini to restrict the maximum amount of volume for player ships and stations
- Added values to server.ini to restrict the maximum amount of player ships and stations
Misc
- Improved accuracy of fighter-to-station distance calculation
- Added some minor bugs
- When a non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
- Massively improved generated Documentation
- Parameter names are added correctly
- Return value types are added correctly
- Added documentation for predefined scripts and their available functions
- Added a setCheckedNoCallback() function to CheckBox
- Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
- Added ValueComboBox class that can save key-value pairs
- FighterAI generates script-readable feedback about what it currently does
- Added a function startFighter() to start a single fighter
- Added a new AI state to make a fighter fly to a specific location
- FighterType of FighterTemplate is now accessible
- Added entity and entityId properties to Components
- entitydbg.lua can now spawn and transform factories
- Added checks to FighterController if a fighter can start
- Added a StartError enum
- Added reference to Owner component
- Added Hangar and Fighter script callbacks
- Added a flag to Hangar to check if it's currently producing
- Added a BlockStatistics class
- Added Assembly, BlackBox and Gyro BlockType enum values
- Added a Hangar():clear() function
- Added a Selection.entriesHighlightable property
- Components can now be constructed with a string, similar to Entity, or with their Entity
- Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
- pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
- Added a Format class that can be used for translatable money transaction descriptions
- Added reference to DockingPositions component
- Matrix now supports in-place transformation of vectors (less allocations, better performance)
- ShipProblems HUD is now accessible through scripts
- Fixed some default components being missing to entities created via Sector():createObject()
- Fixed wrong documentation in several callbacks
- getMissionLocation() can now return more than 2 coordinate values
- See documentation for details
- Added a class GameSettings() for access to the server and game settings
- Added properties to access the ships and stations of a player or alliance
- Reenabled client IO and OS libraries with security checks in place
- Client-sided IO can only write to the %appdata% path
- Added an Entity function to wait for async work
- Fixed a crash when registering a new script interaction during an ongoing script interaction
- Server no longer returns non-initialized players in getOnlinePlayers() function
- When AttackState is set to attack an entity without a plan it switches to its parent or no target
- Caption of windows can be read out now
- Tabs in tabbed windows can now be moved all the way to the right
- Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
- Added an option to enable word-breaking in Label class
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
- Added several ReadOnlyXXX classes
- Added an updateParallelRead() Entity script function
- This function will be updated in parallel with other functions of the same name
- In this function, access to all entities is granted, but only through ReadOnly classes
- Added an updateParallelSelf() Entity script function
- This function will be updated in parallel with other functions of the same name
- In this function, only access to the own entity and the ReadOnlySector() is allowed
- In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
- updateParallelRead() is executed before updateParallelSelf()
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
- [UBR] Fixed an issue where repair beams were not penetrating shields
- [UBR] Fixed an issue where shield damage updates would cause lots of network traffic
- [UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
- [UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
- [UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
- [UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
- Fixed lots of GL/graphics/display issues
- [UBR] Fixed an issue where it wasn't possible to fully repair ships
- [UBR] Fixed object detector not detecting Exodus mission beacons
- [UBR] Fixed insurance mails being sent for 0 credits
- [UBR] Fixed craft stats showing number of members instead of workforce
- [UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
- [UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
- [UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
- Fixed an issue where /run would command not work with normal statements
- Fixed an issue where mail window would create unnecessary network traffic
- Fixed an issue in turret factory that having stolen cargo would give turrets for a very cheap price without goods
- [UBR] Military outpost has a welcome text as well now
- Fixed an issue where some freighters had no engines
- Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
- [UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
- [UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
- [UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
- [UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
- [UBR] Fixed an issue where borders of inventory selections were resetting
- Fixed an issue where data packages for the player would sometimes get discarded during loading screen
- [UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
- [UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
- [UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
- Fixed error message argument in smuggler's market
- Fixed a few spelling errors
- Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
- Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
- Fixed a few script documentation issues
- [UBR] Fixed an issue where transforming a block would also change its color
- [UBR] Fixed an issue with the display of atmospheric fog on Intel devices
- [UBR] Fixed an issue with the display of point sprites
- [UBR] Fixed an issue where items would only be picked up on the server
- [UBR] Fixed an issue with error sending in fighter factory
- [UBR] Fixed an issue with jittering of fighters with very high agility
- [UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
- [UBR] Fixed an issue with wrong prices in trading after selling or buying goods
- [UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
- [UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
- Fixed an issue that could lead to overflow in faction payments
- Fixed overheating displayer showing black bars instead of yellow/orange
- [UBR] Fixed damage going down for some turrets in turret factory
- [UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
- [UBR] Fixed a crash during building when selecting to show only one block type
- [UBR] Fixed an issue where player ships would not be able to strafe after docking
- [UBR] Fixed an issue where hangar door visuals would remain after transformation of a hangar block into another block type
- [UBR] Fixed several issues with the building stats diff view
- [UBR] Fixed an issue where transformation brush would not create a preview for changed stats
- [UBR] Fixed an issue where homing missiles assigned to unoccupied seats didn't seek the target selected by the first pilot
- [UBR] Fixed an issue where cultists would only attack one disturbing player
- [UBR] Fixed an issue where negative numbers would appear in scientific notation
- [UBR] Fixed an issue with stats diff in building mode after pressing Ctrl Z, Ctrl Y or when transforming a block
- [UBR] Fixed mining and salvaging lasers being able to just "tag" a target to get full resources on destruction
- Fixed a crash with /help command
- [UBR] Fixed AI stations (mostly shipyards and repair docks) decaying
- [UBR] Fixed an issue with factory configuration for buying/selling from others always resetting to true
- [UBR] Fixed an issue where cargo in ships or factories would not be recognized by the UI
- [UBR] Resolved multiple issues with GL initialization and GLEW
- Fixed an issue where fighters could lead to a black screen
- [UBR] Fixed a crash when crafts change and their stats had to be updated
- [UBR] Fixed an issue where "Collect Lost Fighters" button wouldn't work
- [UBR] Fixed a few inaccuracies with crew requirements
- [UBR] Fixed an issue where rifts and faction territory weren't displayed around the player's location
- [UBR] Fixed an issue where hyperspace countdown was out of sync with server
- [UBR] Fixed an issue where the ship systems tab showed the requirement for unlocking two more slots instead of one
- [UBR] Fixed an issue that led to hologram blocks not being able to be merged
- [UBR] Fixed an issue where noble metal mines were displayed more than once
- [UBR] Fixed an issue where player-to-player damage was wrongly enabled for alliance ships
- Fixed an issue where alliance ships wouldn't be able to always interact with their player stations and vice versa
- Fixed an issue where ships and stations wouldn't be able to "dock" with themselves
With crews now showing and needing all officers from the beginning, it's a little more difficult to gather your crew when you found a big ship. In order to make up for that, we've rebalanced several values considering morale and crews leaving. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Reduced morale influence for missing sergeants, lieutenants, commanders and generals
- Crew leaves the ship only after 30 minutes of 0 morale, instead of 10 minutes
- Missing ranking officers only affect morale after 20 minutes, instead of 10
- Loyal Officers: Officers are no longer influenced by morale (but will still leave the ship when morale is 0 for too long.)
- Stations can now hire crews from themselves
Bugfixes
- [UBR] Fixed an issue where leave and morale counters weren't reset when crew is empty, leading to crews leaving immediately after hiring
Fixed an experimental crew calculation change that snuck into the update. NOTE: You may have to restart Steam in order to get the update immediately! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Bugfixes
- Reverted an experimental crew calculation issue leading to too high requirements for sergeants, lieutenants, commanders and generals
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
UI
- Added an error message to factories as to why they don't produce
- Added processing power display to ship stats
- Changed "Press space to jump..." to "Tap space..." in tutorial for improved clarity
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thanks for helping us improve the game, everybody!"
- [UBR] Fixed an issue where "Collect Lost Fighters" button wouldn't work
- [UBR] Fixed a few inaccuracies with crew requirements
- [UBR] Fixed an issue where "Auto-Assign Crew" would dismiss crewmen
- [UBR] Fixed an issue where rifts and faction territory weren't displayed around the player's location
- [UBR] Fixed an issue where hyperspace countdown was out of sync with server
- [UBR] Fixed an issue where the ship systems tab showed the requirement for unlocking two more slots instead of one
- [UBR] Fixed an issue where mirrored building would enable overlap of blocks
- [UBR] Fixed an issue where mirrored building would lead to invisible or see-through blocks
- [UBR] Fixed an issue that lead to hologram blocks not being able to be merged
- [UBR] Fixed an issue that led to factories in economy notifications being displayed with ${} variables
- [UBR] Fixed an issue where noble metal mines were displayed more than once
- [UBR] Fixed an issue where player-to-player damage was wrongly enabled for alliance ships
- Fixed shielded fighters sometimes starting with empty shields
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
UI
- The block size of the normal place block brush in building mode is now persistent
Graphics
- Reduced blue tint for shield effect
Bugfixes
- [UBR] Fixed a crash during building when selecting to show only one block type
- [UBR] Fixed an issue where player ships would not be able to strafe after docking
- [UBR] Fixed an issue where hangar door visuals would remain after transformation of a hangar block into another block type
- [UBR] Fixed several issues with the building stats diff view
- [UBR] Fixed an issue where transformation brush would not create a preview for changed stats
- [UBR] Fixed an issue where homing missiles assigned to unoccupied seats didn't seek the target selected by the first pilot
- [UBR] Fixed an issue where cultists would only attack one disturbing player
- [UBR] Fixed an issue where negative numbers would appear in scientific notation
- [UBR] Fixed an issue with stats diff in building mode after pressing Ctrl Z, Ctrl Y or when transforming a block
- [UBR] Fixed mining and salvaging lasers being able to just "tag" a target to get full resources on destruction
- Fixed a crash with /help command
- [UBR] Fixed AI stations (mostly shipyards and repair docks) decaying
- [UBR] Fixed an issue with factory configuration for buying/selling from others always resetting to true
- [UBR] Fixed an issue where cargo in ships or factories would not be recognized by the UI
- [UBR] Resolved multiple issues with GL initialization and GLEW
- Fixed an issue where fighters could lead to a black screen
- [UBR] Fixed a crash when crafts change and their stats had to be updated
- Fixed an issue where Tesla Guns were getting the same specialties as Lightning Guns
We've fixed the issues with crew morale and we've also added a command /addcrew so you (or an administrator) can restore your ship's crew in case they left because of the bug. We've also fixed an issue where the output of the /help command was incomplete and we've improved the formatting, so you can scroll through the commands. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Hotfix 0.15.1 Patchnotes
- Fixed several issues with crew and morale for missing officers
- Added hints and more error messages to make crew behaviour clearer
- Added a new command /addcrew
- Scripted server commands appear in /help overview now
- Improved formatting of /help command output
Hey guys, This is the patch for the economy update, that should resolve lots of issues that we didn't get around to fix for the first update to the beta branch. We've also made quite a few performance improvements, which you should especially feel during battles and when building ships. If everything goes well, we'll set the update live on the main branch during the next week. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Relations to AI factions can now be worsened in diplomacy tab for players and alliances
- Added new factories: Coal Mine and Oil Rig
- Hangar starting positions now always stick out 150 meters over the bounding box of the craft
- The spawning of traders now depends on the prices set at factories
- Low prices: More traders that like to buy
- High prices: More traders that like to sell
- Missing ranking officers no longer prevent players from buying crew
- Instead, morale drops over time
- In turret factories, independent targeting can now be enabled with Targeting Systems
- Factories can now be upgraded in their config menu
Balancing
- Reduced amount of reputation loss when smuggling by 50%
- Biotope buys plants now
Graphics
- Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
Performance Tuning
- Collision data in building mode is now calculated asynchronically for better performance while building
- Improved performance of building stats preview when placing/removing a block
- Auto-saving of ships is now done asynchronically for better performance
- Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
- Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
UI
- Increased amount of UI background threads to 4
- Added several more loading screen tips concerning building and crew
- Added warnings depending on the available amount of vram
- Added a hint for pressing ALT to select attachment block for templates
- Tabbing through textboxes in multiple places works as intended now
- Auto-save of builds in build mode can be turned on/off
- When a local dedicated server is started, singleplayer button gets disabled
- Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
- Collected all (potential) good trading windows in one "Trade Goods" window
- Mines no longer have 2 separate options "Buy/Sell" and "Sell"
- Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
- Added ship problem messages for low morale and missing ranking officers
- Added warning icons for crew issues to crew tab
- Factories can now be configured when the player is inside them
Server
- Removed printing of .svg file from /status command (.html file is still there)
Scripting API
- Reenabled client IO and OS libraries with security checks in place
- Client-sided IO can only write to the %appdata% path
- Added an Entity function to wait for async work
- Fixed a crash when registering a new script interaction during an ongoing script interaction
- Server no longer returns non-initialized players in getOnlinePlayers() function
- When AttackState is set to attack an entity without a plan it switches to its parent or no target
- Caption of windows can be read out now
- Tabs in tabbed windows can now be moved all the way to the right
- Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
Bugfixes
"As usual, we mark bug reports by users with [UBR]. Thanks again for all the help and reporting, and keep 'em coming!"
- [UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
- [UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
- [UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
- [UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
- [UBR] Fixed an issue where borders of inventory selections were resetting
- Fixed an issue where data packages for the player would sometimes get discarded during loading screen
- [UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
- [UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
- [UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
- Fixed error message argument in smuggler's market
- Fixed a few spelling errors
- Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
- Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
- Fixed a few script documentation issues
- [UBR] Fixed an issue where transforming a block would also change its color
- [UBR] Fixed an issue with the display of atmospheric fog on Intel devices
- [UBR] Fixed an issue with the display of point sprites
- [UBR] Fixed an issue where items would only be picked up on the server
- [UBR] Fixed an issue with error sending in fighter factory
- [UBR] Fixed an issue with jittering of fighters with very high agility
- [UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
- [UBR] Fixed an issue with wrong prices in trading after selling or buying goods
- [UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
- [UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
- Fixed an issue that could lead to overflow in faction payments
- Fixed overheating displayer showing black bars instead of yellow/orange
- [UBR] Fixed damage going down for some turrets in turret factory
- [UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
Hey guys,
just wanted to let you all know what we are currently working on.
When developing a game, there is a lot of internal work, that players don't see directly but which still benefits them indirectly. For example, we have recently added a better crash detection and automated reboot to our test server, which will help us speed up debugging and free up resources that were previously spent on manual reboot (both time and mental energy of developers) that can now be invested in more important tasks.
Something new we've been working on are asynchronous calculations of ship stats to increase the performance of the game when ships lose parts in a fight or are changed in build mode. So far this would cause stuttering when large ships were involved because recalculating the stats takes longer the larger the ship is. In the future, this calculation will take place in a separate thread, updating the stats as soon as the calculations are done. Using this method, we were able to reduce the time it takes to place a block on a large ship of more than 75 000 blocks from roughly 800 ms (> 50 frames) to about 70 ms (~ 4 frames).
We're also adding two new types of factories for producing raw oil and coal respectively to complete the production chain for turret crafting (sorry for the oversight!). So far these goods needed to be obtained by trading but soon you can be self sufficient when building turrets for your empire!
While the Economy Update is on the Beta Branch, bug fixing and testing takes up a large portion of our time right now.
Have fun!
The economy update is almost ready and available on the beta branch! In this patch, we've reworked factories, stations and a lot of things that have to do with economy. Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation! Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
- Predictable Crew: Hireable crew is more dependent on the type of station
- Event: Resource Depots request delivery of a specific resource
- Player ships can now be transferred to the alliance (no taksies backsies though!)
- Added trading between players
- Players can now trade money, resources, items and relation improvements
- AI trading ships are now pulled towards/pushed away from docks with a tractor beam
- AI trading ships avoid occupied docks
- When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
- Fulfilling delivery missions now improves relations
Economy
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
- Added cargo shuttle "fighters"
- Cargo shuttles can be bought at equipment docks
- Custom cargo shuttles can be built at a fighter factory
- Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
- Factories can be configured to request traders when they are full or run out of ingredients
- Factory production time is influenced by value of the production and the production capacity
- Factory station extensions now add production blocks
- Rebalanced several goods and production chains to avoid completely over/underpowered factories
- Crew payment is now only a third of what it used to be, matches with shown pay now
- More secure stations
- Stations require less repair crew
- Station crew payment reduced by 75%
Station Building
- Players can now found the following stations:
- Biotope
- Casino
- Habitat
- Equipment Dock
- Fighter Factory
- Research Station
- Resource Depot
- Smuggler's Market
- Trading Post
- Turret Factory
- Military Outpost
- Shipyard
- Repair Dock
- Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
UI
- Added tooltips to mission exclamation marks on the galaxy map
- Added an icon to show when bulletin boards have missions
- Improved names of stations in delivery missions
- Fighters that are unable to land make an error message pop up at the top of the screen
- Energy usage of energy weapons is now also visible when they're not firing
- Automatically create new squad if there is no free slot when transfering fighters
- If there is a free slot in a non-adjacent squad it is used first
- Added description of relations to sector-controlling faction to galaxy map tooltip
- Lost fighters without motherships can now be collected by other ships of the same faction
- Added a hint for rearranging energy system priorities
- Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
- Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
- Reworked chat window
- Added filters for different channels
- Added a scroll bar for the last few hundred messages
- Removed own playername from dropdown menu when writing an email
- Items marked as "trash" are now at the end inventory lists
- Improved visibility of the trash icon
- Trading routes are detected when both stations sell/buy for 0 credits
- This is important for trading routes between player owned stations
- Added a warning when a new key binding is already bound to another key
- Removed a few outdated hints
Client
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
- Improved printing of GL errors
- Added new MessageBoxes that work on Linux as well
- Added a check for crashes at startup
- Improved compatibility for older GPUs
- Added lots of new loading screen tips
- Added some Sci-Fi and actual science trivia to loading screen tips
- Improved full-screen resolutions for computers with multiple, varying size displays
- Improved handling mouse and windows for computers with UI scaling enabled
- Improved networkd and client performance when removing multiple blocks
Server
- Fixed an issue where /run would command not work with normal statements
- Added a devMode setting to server.ini
- Fighter minimum production limit is 5 seconds instead of 60
- No hyperspace restrictions
- entitydbg.lua script is attached by default to nearly all entities
- Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
- Added a value to server.ini to restrict the maximum amount of blocks for player crafts
- Added values to server.ini to restrict the maximum amount of volume for player ships and stations
- Added values to server.ini to restrict the maximum amount of player ships and stations
Misc
- Improved accuracy of fighter-to-station distance calculation
- Added some minor bugs
- When a player-owned, but non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
- Massively improved generated Documentation
- Parameter names are added correctly
- Return value types are added correctly
- Added documentation for predefined scripts and their available functions
- Added a setCheckedNoCallback() function to CheckBox
- Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
- Added ValueComboBox class that can save key-value pairs
- FighterAI generates script-readable feedback about what it currently does
- Added a function startFighter() to start a single fighter
- Added a new AI state to make a fighter fly to a specific location
- FighterType of FighterTemplate is now accessible
- Added entity and entityId properties to Components
- entitydbg.lua can now spawn and transform factories
- Added checks to FighterController if a fighter can start
- Added a StartError enum
- Added reference to Owner component
- Added Hangar and Fighter script callbacks
- Added a flag to Hangar to check if it's currently producing
- Added a BlockStatistics class
- Added Assembly, BlackBox and Gyro BlockType enum values
- Added a Hangar():clear() function
- Added a Selection.entriesHighlightable property
- Components can now be constructed with a string, similar to Entity, or with their Entity
- Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
- pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
- Added a Format class that can be used for translatable money transaction descriptions
- Added reference to DockingPositions component
- Matrix now supports in-place transformation of vectors (less allocations, better performance)
- ShipProblems HUD is now accessible through scripts
- Fixed some default components being missing to entities created via Sector():createObject()
- Fixed wrong documentation in several callbacks
- getMissionLocation() can now return more than 2 coordinate values
- See documentation for details
- Added a class GameSettings() for access to the server and game settings
- Added properties to access the ships and stations of a player or alliance
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
- Added several ReadOnlyXXX classes
- Added an updateParallelRead() Entity script function
- This function will be updated in parallel with other functions of the same name
- In this function, access to all entities is granted, but only through ReadOnly classes
- Added an updateParallelSelf() Entity script function
- This function will be updated in parallel with other functions of the same name
- In this function, only access to the own entity and the ReadOnlySector() is allowed
- In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
- updateParallelRead() is executed before updateParallelSelf()
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
- [UBR] Fixed an issue where repair beams were not penetrating shields
- [UBR] Fixed an issue where shield damage updates would cause lots of network traffic
- [UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
- [UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
- [UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
- [UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
- Fixed lots of GL/graphics/display issues
- [UBR] Fixed an issue where it wasn't possible to fully repair ships
- [UBR] Fixed object detector not detecting Exodus mission beacons
- [UBR] Fixed insurance mails being sent for 0 credits
- [UBR] Fixed craft stats showing number of members instead of workforce
- [UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
- [UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
- [UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
- Fixed an issue where /run would command not work with normal statements
- Fixed an issue where mail window would create unnecessary network traffic
- Fixed exploit in turret factory
- [UBR] Military outpost has a welcome text as well now
- Fixed an issue where some freighters had no engines
- Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
Known issues
"These are some known issues that we will be fixing while the update is on the beta branch. There are several more, but these are the most prominent ones or ones that have been introduced with this update."
- Cheaper prices for player-owned stations aren't yet shown to owner, but this is only a UI issue, the owner actually gets cheaper prices already
- No client filesystem scripting API
- Hangar landing areas must stick out of the bounding box of the ship/station for fighters to be able to land
- AI Traders don't respect the price ratio of custom factories yet
- Relations to players can't be lowered through a menu yet
Hey everybody, Tune in to LIVE Music for the Stars by Avorion ambient composer Harnes Kretzer: https://www.youtube.com/user/harneskretzer/live Tune in and play Avorion in the background, or actively listen and enjoy some amazing live space ambient impro music!
Tomorrow at 20:15 (MEZ) our Composer will do a live improvisation on the music of Avorion. The quiet ambient mix fits space perfectly! Come and listen in on facebookLive. Feel free to enjoy a good game of Avorion while listening or come by for a chat.
Hello everybody,
I'm happy to announce that the composer for Avorion's ambient music will be performing a live improvisation stream on November 5th!
You can either tune in and play Avorion alongside the live stream, or you can just lean back and listen to the music!
And a link to his facebook page, for all us lazy people, where you'll be able to listen to the stream: www.facebook.com/harnes.kretzer
Gameplay
- Added controlling of fighters of current ship in strategy mode
UI
- Added buttons to the transfer ui to transfer the whole crew/cargo/fighters at once
Workshop
"Frankly, the current workshop tag system is a mess. We've isolated the biggest categories and most used tags and bundled them into a fewer tags that can be assigned in-game now, without adding custom tags any more. We think that this should help the general overview over the workshop."
- Reworked Workshop Tags
Bugfixes
"As usual, bug fixes for reports by users are marked with [UBR]. Thanks guys and keep it up!"
- [UBR] Fixed an issue where transfering fighters would not work correctly
- Added warning when a squad is full
- Fixed rect selection still being there when closing strategy mode
- [UBR] Pause command is only sent when there's a local session going on
- [UBR] Fixed an issue where game wouldn't unpause when clicking "Resume game"
- Fixed bad overlap of windows when 3 or more windows are active
- [UBR] Fixed fighters attacking everything once their mothership was lost/destroyed
- [UBR] Fixed an issue where ships wouldn't send out fighters if they had no turrets
- [UBR] Fixed an issue where ships wouldn't mine/salvage when they had fighters but no turrets
- [UBR] Fixed an issue where ai controlled ships wouldn't assign their fighters' orders and targets correctly
- [UBR] Fixed an issue where fighters wouldn't get destroyed correctly
- [UBR] Fixed an issue where fighters wouldn't land on the ship even though there's enough space
- [UBR] Fixed an issue where numbers in cargo transfer text boxes would be reset every few seconds
- [UBR] Ships in smuggler hideouts no longer check for stolen goods
- This is only active for newly generated smuggler hideouts
- [UBR] Fixed an issue that let repair costs be shown in "Set as Reconstruction Site" dialog
The Fighter Update Is Here!
Here's a quick overview of what's new in this update:
- Build + Design your own fighters
- Fighters can be produced in the hangar
- Fighters dodge attacks to make them harder to kill
- Added new languages: Russian, Traditional and Simplified Chinese
- Improved server configuration options
Fighter Rework
- Fighters can now be produced in the hangar
- Assembly blocks provide a production capacity per second (details see below)
- Fighters require a certain production effort to be produced
- A fighter with a required production effort of 20000 takes 100 seconds on a ship with a production capacity of 200 per second
- A fighter will always take at least 60 seconds to be produced
- Fighters can be assigned as a blueprint to a squad for production
- This will destroy the fighter and enable production for the squad
- Fighter production costs materials
- Fighter pilots have a high chance of ejecting into space when their fighter is destroyed (95%+)
- Higher level fighter pilots have a higher chance of ejecting (and thus survival)
- Ejected pilots can be collected like loot
- Added a new Assembly Block that speeds up the production of fighters
- Higher material assembly blocks provide more production capacity
- Higher level assembly blocks enable more simultaneous productions of fighters
- But: For 2 simultaneous productions at least 2 assembly blocks are required (and so on)
- Maximum number of simultaneous productions is 5
- Fighters now dodge shots whenever they would be hit
- Every fighter has 3 dodges per minute and 1 for every professionality level of their pilot
- When a fighter dodges, it becomes invulnerable to shots for 1 second
- When all dodges are used up, fighters have a 30% chance (+10% per pilot level, max 50%) of dodging shots
- Fighters do sick loops and barrel rolls when they dodge a shot
Fighter Factory
- You can now design your own fighters at a fighter factory
- Combine a plan with 200 or less blocks (WIP, we might change that number later on) with a turret to get a fighter
- Fighters will deal 30% of the damage that the turret dealt and take over all other stats of the turret (except for independent targeting)
- Fighter stats can be assigned with + and - buttons
- The amount of points available for the fighter depends on the rarity of the turret that was used
- Depending on the used material, fighters will get boosts in several areas
- Fighter Factories will spawn in newly generated sectors
Localization
"Thanks to our new platform http://translate.avorion.net and our many hardworking community translators we have finished the first community translations for Avorion. We'll update these translations as we go, and it's possible that a few sentences might not be perfectly translated or missing. If you find translation errors, you're invited to help translating the game into your own native language on http://translate.avorion.net. We want to thank all the members of the community who helped contribute to these translations and who helped improve Avorion! Thank you!"
- Added support for new languages, these can now be selected in the game menu
- Added language support for Chinese (Simplified)
- Special thanks to Tarlafic for administrating the translation and translating the game into Simplified Chinese.
- Added language support for Chinese (Traditional)
- Special thanks to AikawaKizuna for administrating the translation and translating the game into Traditional Chinese.
- Added language support for Russian
- Special thanks to Kantor for administrating the translation and translating the game into Russian.
Gameplay
- Hangar now shows the amount of deployed fighters
- No more fighters can be added to a squad if the squad is full and deployed
- Added sounds for debris effects from last update
- Fighters can now be transferred between ships
- AI controlled ships only deploy fighters that match the target (miners for asteroids, etc.)
- Inertia dampener blocks explode instead of shattering
Balancing
"Before, fighters were very easy to destroy, so we let them deal as much damage as normal turrets. Now, since fighters are a lot harder to kill and a lot easier to obtain (and maintain!) we think their damage should be reduced."
- Reduced firepower of combat fighters by 70%
- Reduced mining DPS of fighters by 50%
- Reduced prices of force turrets
- Turret factory spawns more often
Client
- Client automatically sets graphics to low after a startup crash to ensure a successful next startup
- Game is automatically paused in single player when pressing Escape key
UI
- Updated german localization
- System upgrades can no longer be favorited or marked as trash in systems tab
- Added some more loading screen tips for fighter factory and hangar
- Added more tips about fighters to loading screen
Server
"These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."
- Added a configurable maximum limit of deployed fighters per player/alliance and sector
- Added a /pause moderator command
- Pausing only works when there is only one player on the server
- Added a server configuration option to server.ini for pause
- Added a server command line option for pause
- Pause always works in singleplayer by default
- Added filtering by name to /playerinfo command
- Added a /destroy moderator command to destroy the currently selected object
- Player to player damage can now be disabled server-wide in server.ini
- /ban, /unban and /give commands now work on offline players, too
- Added /mute and /unmute moderator commands to prevent a player from sending chat messages
- Added /ground and /unground moderator commands to prevent a player from doing hyperspace jumps
ScriptAPI
- Entity can now also be created with strings that contain uuids
- Added a custom SelectionItem that can be used in UI selections
- Added an interface to FighterAI component to access current target, squad, orders and mothership of a fighter
- Added an interface to FighterController component to access squad orders
- Added a FighterOrders enum
- Added a WeaponCategory enum
- Added getSectorCoordinates() function to Player
- Added sendChatMessage(...) function to Alliance
- Client script API forbids io and os libraries
- Exception: os.time()
- Added a playerToPlayerDamage property to ScriptServer
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
- Fixed a rare crash when some entities get deleted
- Fixed a crash/hang in delivery mission
- [UBR] Factions that are at war with players and that would attack anyways will no longer scan for stolen cargo
- [UBR] Factions that are at war with each other send less traders into enemy territory
- [UBR] Fixed cargo UI showing cargo with an amount of zero
- [UBR] Fixed insurance paying when station founders are transformed into a station
- [UBR] Fixed a few turret duping issues
- [UBR] Added missing RCON config to server.ini
- [UBR] Added missing script background threads config to server.ini
- [UBR] Fixed quick spinning of ship after loading screen
- [UBR] Fixed loading screen hanging after pressing space
- [UBR] Fixed Xsotan AI inaggressive in some cases
- [UBR] Fixed hangar shields not being scaled when scaling whole ship in building mode
- [UBR] Fixed crew transfer gui showing wrong numbers after transferring crew
- [UBR] Fixed Habitat, Casino and Biotope missing from trading overview
- [UBR] Changed screenshot filenames to the same format as Steam
- [UBR] Fixed fighters flying away instead of staying with the mothership when circling or defending
- [UBR] Fixed building mode closing (and not windows) when pressing Escape
- [UBR] Fixed several performance issues in hangar when lots of productions are active
- [UBR] Fixed an issue that led to durability of fighters degrading
- [UBR] Fixed stolen cargo being picked up even though cargo bay is configured otherwise
- [UBR] Fixed dumped cargo rotating strangely
- [UBR] Fixed inventory selection item highlights sometimes being white boxes in fighter factory
- [UBR] Fixed scrapyard licenses not running out for Alliances
- Fixed a few issues that caused crashes when accessing Alliance members
- Fixed a crash when ips.txt file is unavailable
- [UBR] Fixed an issue with wrong display and selling price of several fighters
- [UBR] Fixed an issue with the chat flood protection
- [UBR] Fixed an issue where hull repair lasers don't work because they only hit the shield
- [UBR] Fixed an issue where galaxy map would highlight all sectors when only a space was entered
- [UBR] Fixed the engineer in the bottan quest spawning multiple times
- [UBR] Fixed an issue that prevented proper building with the copy-paste tool
- [UBR] Fixed an issue that let some blocks be unselectable for a while
- [UBR] Fixed typo in german localization
- [UBR] Fixed an issue where operation exodus wouldn't be accomplished when the Xsotan artifact is collected
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Gameplay
- Inertia dampener blocks explode instead of shattering
Balancing
- Adjusted damage of fighters created with overheating or burst fire weapons
Client
- Client automatically sets graphics to low after a startup crash to ensure a successful next startup
Server
- Added filtering by name to /playerinfo command
- Added a /destroy moderator command to destroy the currently selected object
- Player to player damage can now be disabled server-wide
- /ban, /unban and /give commands now work on offline players, too
- Added /mute and /unmute moderator commands to prevent a player from sending chat messages
- Added /ground and /unground moderator commands to prevent a player from doing hyperspace jumps
UI
- Updated german localization
- System upgrades can no longer be favorited or marked as trash in systems tab
ScriptAPI
- Client script API forbids io and os libraries
- Exception: os.time()
- Added a playerToPlayerDamage property to Server
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
- [UBR] Fixed an issue with wrong display and selling price of several fighters
- [UBR] Fixed an issue with the chat flood protection
Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.
Localization
"Thanks to our new platform http://translate.avorion.net and our many hardworking community translators we have finished the first community translations for Avorion. We'll update these translations as we go, and it's possible that a few sentences might not be perfectly translated or missing. If you find translation errors, you're invited to help translating the game into your own native language on http://translate.avorion.net. We want to thank all the members of the community who helped contribute to these translations and who helped improve Avorion! Thank you!"
- Added support for new languages, these can now be selected in the game menu
- Added language support for Chinese (Simplified)
- Special thanks to Tarlafic for administrating the translation and translating the game into Simplified Chinese.
- Added language support for Chinese (Traditional)
- Special thanks to AikawaKizuna for administrating the translation and translating the game into Traditional Chinese.
- Added language support for Russian
- Special thanks to Kantor for administrating the translation and translating the game into Russian.
ScriptAPI
- Added getSectorCoordinates() function to Player
- Added sendChatMessage(...) function to Alliance
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
- [UBR] Fixed scrapyard licenses not running out for Alliances
- Fixed a few issues that caused crashes when accessing Alliance members
- Fixed a crash when ips.txt file is unavailable
- [UBR] Fixed an issue that allowed production of fighters while not docked
- [UBR] Fixed an issue where fighters would get deleted during landing sometimes
This update is now available on the beta branch!
UI
- Added more tips about fighters to loading screen
- Added an icon for fighter factory
Balancing
"Fighters shouldn't cost as much as an entire ship, so we reduced both the material prices for production and the normal costs of fighters."
- Drastically reduced material costs of fighters
- Reduced impact of velocity and size on fighter prices
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
- [UBR] Fixed several performance issues in hangar when lots of productions are active
- [UBR] Fixed an issue that led to durability of fighters degrading
- [UBR] Fixed stolen cargo being picked up even though cargo bay is configured otherwise
- [UBR] Fixed dumped cargo rotating strangely
- Fixed a crash in fighter factory
- [UBR] Fixed inventory selection item highlights sometimes being white boxes in fighter factory
We improved some of the graphics and fixed a few minor issues [Beta Branch].
Graphics
- Added assembly block textures
- Added some more detail to crew capsule loot model
Gameplay
- Fighters are harder to hit and dodge in sectors without players
Misc
- Added some more loading screen tips for fighter factory and hangar
Bugfixes
- Fixed building mode closing (and not windows) when pressing Escape
The patch is now available on the beta branch!
Fighter Rework
- Fighters can now be produced in the hangar
- Assembly blocks provide a production capacity per second (details see below)
- Fighters require a certain production effort to be produced
- A fighter with a required production effort of 20000 takes 100 seconds on a ship with a production capacity of 200 per second
- A fighter will always take at least 60 seconds to be produced
- Fighters can be assigned as a blueprint to a squad for production
- This will destroy the fighter and enable production for the squad
- Fighter production costs materials
- Fighter pilots have a high chance of ejecting into space when their fighter is destoyed (95%+)
- Higher level fighter pilots have a higher chance of ejecting (and thus survival)
- Ejected pilots can be collected like loot
- Added a new Assembly Block that speeds up the production of fighters
- Higher material assembly blocks provide more production capacity
- Higher level assembly blocks enable more simultaneous productions of fighters
- But: For 2 simultaneous productions at least 2 assembly blocks are required (and so on)
- Maximum number of simultaneous productions is 5
- Fighters now dodge shots whenever they would be hit
- Every fighter has 3 dodges per minute and 1 for every professionality level of their pilot
- When a fighter dodges, it becomes invulnerable to shots for 1 second
- When all dodges are used up, fighters have a 30% chance (+10% per pilot level, max 50%) of dodging shots
- Fighters do sick loops and barrel rolls when they dodge a shot
Fighter Factory
- You can now design your own fighters at a fighter factory
- Combine a plan with 200 or less blocks (WIP, we might change that number later on) with a turret to get a fighter
- Fighters will deal 30% of the damage that the turret dealt and take over all other stats of the turret (except for independent targeting)
- Fighter stats can be assigned with + and - buttons
- The amount of points available for the fighter depends on the rarity of the turret that was used
- Depending on the used material, fighters will get boosts in several areas
- Fighter Factories will spawn in newly generated sectors
Gameplay
- Hangar now shows the amount of deployed fighters
- No more fighters can be added to a squad if the squad is full and deployed
- Added sounds for debris effects from last update
- Fighters can now be transferred between ships
- AI controlled ships only deploy fighters that match the target (miners for asteroids, etc.)
Balancing
"Before, fighters were very easy to destroy, so we let them deal as much damage as normal turrets. Now, since fighters are a lot harder to kill and a lot easier to obtain (and maintain!) we think their damage should be reduced."
- Reduced firepower of combat fighters by 70%
- Reduced mining DPS of fighters by 50%
- Reduced prices of force turrets
- Turret factory spawns more often
Server
"These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."
- Added a configurable maximum limit of deployed fighters per player/alliance and sector
Scripting API
- Entity can now also be created with strings that contain uuids
- Added a custom SelectionItem that can be used in UI selections
- Added an interface to FighterAI component to access current target, squad, orders and mothership of a fighter
- Added an interface to FighterController component to access squad orders
- Added a FighterOrders enum
- Added a WeaponCategory enum
Bugfixes
"As usual, bug reports that were submitted by users are marked with [UBR]. Thank you for reporting and keep it up, everyone!"
- Fixed a rare crash when some entities get deleted
- Fixed a crash/hang in delivery mission
- [UBR] Factions that are at war with players and that would attack anyways will no longer scan for stolen cargo
- [UBR] Factions that are at war with each other send less traders into enemy territory
- [UBR] Fixed cargo UI showing cargo with an amount of zero
- [UBR] Fixed insurance paying when station founders are transformed into a station
- [UBR] Fixed a few turret duping issues
- [UBR] Added missing RCON config to server.ini
- [UBR] Added missing script background threads config to server.ini
- [UBR] Fixed quick spinning of ship after loading screen
- [UBR] Fixed loading screen hanging after pressing space
- [UBR] Fixed Xsotan AI inaggressive in some cases
- [UBR] Fixed hangar shields not being scaled when scaling whole ship in building mode
- [UBR] Fixed crew transfer gui showing wrong numbers after transferring crew
- [UBR] Fixed Habitat, Casino and Biotope missing from trading overview
- [UBR] Changed screenshot filenames to the same format as Steam
- [UBR] Fixed fighters flying away instead of staying with the mothership when circling or defending
Hey everyone, the Multithreading Update has been on the beta branch for a few days and everything looks great so we have moved it to the stable branch. You can find the full patch notes here: http://steamcommunity.com/games/445220/announcements/detail/1434814734666101237 For more information about the Multithreading Update see here: http://steamcommunity.com/games/445220/announcements/detail/1434814734654746607 Please let us know if there are any problems. As always we are grateful for your help! Have fun!
Game
- Camera looks into ship direction when entering a ship
Scripting API
- Added an "Add Fighters" button to entitydbg.lua
- Changed "Clear Sector" in entitydbg.lua to not delete own alliance ships
- Renamed ai/fly.lua to ai/flythroughwormhole.lua
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you guys and keep it up!"
- Fixed more issues related to multithreading and deleting entities
- [UBR] Fixed some spelling issues
- [UBR] Fixed a crash when a mining ship gets destroyed at the same time as a mining asteroid block
- [UBR] Fixed shields and other components not being updated correctly
Hotfix 0.13.0
We've fixed a few issues that have mostly been affecting Windows users.
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks to everybody who reported and keep it up!"
- [UBR] Fixed an issue that left the client hanging randomly
- [UBR] Fixed an issue that left the server hanging randomly
- [UBR] Fixed a server crash when multiple cargo loot instances were collected simultaneously
Patch 0.13.0
The multithreading patch is now available on the Beta branch! Please report bugs you find so we can fix them before pushing it on to the main branch.
Game
- Added a planetary trading post that sells goods from a nearby planet
- Added an event where a freighter is chased by pirates
- The cultists in asteroid ring sectors now behave the way they're supposed to
- Improved aiming of salvaging turrets
- Fighters search for mothership only every ~5 seconds when it's gone
- Disabled player events while in sector (0:0)
Multithreading
We improved the multithreading handling of the server and client. For those of you who don't know what this means: In short: The server and client will both run a lot smoother on machines with more CPU cores. Performance for machines with 2 or less cores should be unchanged.If you're interested in the details, I've published a more technical post about the multithreading rework here: http://steamcommunity.com/games/445220/announcements/detail/1434814734654746607But basically, the server is now capable of using all its cores on calculating large battles so that performance should go up by a lot.
- Pirates, Xsotan and other enemies are generated asynchronously, reducing server lag when ships spawn
- Server sector updates are now completely multithreaded
- Client particle updates are now completely multithreaded
- We're planning on doing client sector updates in parallel as well, but we need a little more time for this.
RCON Interface
- Added an RCON interface to the server (default port: TCP 27015)
- The RCON interface requires a password which can be configured in server.ini. Without password, RCON is disabled
- The RCON interface can be used to remotely control the server and enter commands as if over command line
- But you can use any RCON client you'd like
UI
- Improved window handling in build menu
- Added showing amount of goods on the current ship in trading overview
- Added icons to transfer crew & goods ui
Scripting API
- The amount of async script threads can be configured in the server.ini (default: 2)
- Changed setFont parameter from string to FontType enum
- Planet specs are now controlled from within sectorspecifics.lua
- Added a toRandom() function to generate random Uuids
- Added a execute() function to execute code directly within scripts
- Warning Modders: This function should NOT be called with code that is sent from a client!
- Added an AsyncPirateGenerator
- Added an AsyncShipGenerator
- PlanGenerator can now generate plans asynchronously
- Renamed piratehunter.lua to pirateattackstarter.lua
- Renamed events.lua to eventscheduler.lua
- Plan damaging callbacks are now bundled and sent at the end of a frame
- Added a damage type that can be applied to inflictDamage() or destroyBlocks() functions
- Added callback functions to script API for ListBox
- Added a new InputWindow class
- Added a function to return indices of all present factions in a sector
Server
- Added a /workers command for controlling the amount of worker threads
- Sending performance stats to admins is now configurable in server.ini
Client
- Added debris on block destruction
- Improved rendering stability
Misc
- Minor improvements to spelling in loading screen tips
- Added better support for multiple localizations
- Language config files are now .xml and can include more information, such as new fonts
- Improved german translation
- Improved weapon accuracy of ships in sectors without players
- Copy-Pasting of text via Ctrl-V is now possible on Linux
- Frequent updates are now gathered and sent at the end of a frame to save bandwidth
- Improved performance of plan damaging
- Status command prints amount of worker threads into filename
- Improved script updates to avoid updates at the same time for less performance outliers
- Improved logging
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody, keep it up!"
- Fixed Fighters not being updated when a player is out of sector
- Fixed wormhole guardian not aggroing alliances
- [UBR] Fixed broken database conversion when fighters are on a ship
- [UBR] Fixed TurretAI not switching targets when target gets out of range
- [UBR] Fixed a crash when shutting down server with lots of players in the same group
- [UBR] Fixed alliance ships being unable to be controlled in strategy mode
- [UBR] Fixed AI health bar not working correctly
- [UBR] Fixed a crash when trying to invite non-existant players to an alliance
- [UBR] Trading overview sorts correctly in all languages, not just english
- [UBR] Fixed huge "Small Xsotan Breeders"
- [UBR] Fixed some wreckages not having resources displayed and not being recognized by salvaging AI ships
- [UBR] Fixed ScriptAllianceRank not being registered in the scripting API
- [UBR] Fixed setting and getting script values from alliances
- [UBR] Fixed some components always being added, even when they've been removed from the descriptor
- [UBR] Fixed lasers and glows not showing up in asteroid rings when activating the Xsotan portal
- [UBR] Fixed mouse position being reset after loading screen
- [UBR] Fixed an issue when multiple mines with the same name are founded
- [UBR] Fixed alliance ships being deleted when entering (0, 0)
- [UBR] Fixed wreckages not being where they're supposed to be
- [UBR] Fixed ghost wreckages
Hey guys, we've been working on several server improvements concerning multithreading! This post will get a little technical again, so brace yourselves! The reason why the update is taking so long, even though we promised otherwise (we know, sorry for that!) is that multithreading is a very complex issue that can easily introduce bugs when not done correctly.
Multithreading
We've improved the multithreading handling of the server. With the upcoming update, the server will use all worker threads for a single update of a sector. The Avorion server uses a thread pool for updating sectors, and then gives work packets to these threads. Before this update, the server created one work packet per sector update, meaning sectors were updated in parallel, but each sector was only updated by a single thread. Due to technical reasons a server tick/frame can't be finished until all sectors have finished updating, and it often happened that the server had to wait for one thread that took very long to finish, leaving the remaining threads (and thus CPU cores) idle (doing nothing). For example, take a server with 8 worker threads, 10 sectors in memory and there's a large battle going on in one of them, sector 10. Sectors with battles take longer to update, so let's say that the sector with the large battle takes 70ms on average to update (which is a very realistic number that we've seen plenty of times) and the others each takes 2ms. With 8 workers, sectors 1 to 9 would be finished after 4ms, and then these threads would be idling (sitting around doing nothing) since they didn't have any more work to do, while the remaining thread, that's updating sector 10, would still have to run for 66 more milliseconds. The server can't finish the frame and has to wait for the thread to finish the update, while the other 7 worker threads do nothing, which is an obvious waste of CPU power. With this update, we've changed the way that this system works. Instead of creating a single work packet per sector, each sector is subdivided into many small work packets that can then all be updated in parallel. This way we can update all sectors in parallel AND have all worker threads work on a single sector. This is a graph of what sector updates look like now (you should enlarge it or look at it in a separate tab):
This is a profiling image of a server with 7 worker threads and with 2 HUGE faction battles (30 ships vs 30 ships per sector, one near the barrier, both including carriers and about 150 fighters each) going on in 2 different sectors. The X axis is time, while each row represents a worker thread. The colored bars are the work packets that the threads have to work through. An update frame goes from the purple bars [1] to the grey boxes [3], which represent the end of the sector update step. I've included multiple frame updates on top of each other so you get a better idea of how different they can look, even though it's the same 2 sectors each time. Yay multithreading! Same color means the same kind of work. A few examples: The pale red ones [5] ship AI updates, purple [4] are turrets aiming and turning and blue [6] in the 4th row are fighter AI updates. The green [7] at the end of the frame is update sending and the golden and black ones [8] are collision handling and detection. When there's multiple work packets with the same color above each other, that means that multiple threads are working on the same logical update, but distributed over the different threads. When there are no bars at some time (the white gaps) then that means that the worker is idle, either because there is no work to do or because a thread from another program has been scheduled by the operating system to do some other work. This is solely influenced by the operating system and we have no control over this. But basically, the denser the colors are packed, the better. These gaps will get more the more different other programs you run on the same machine as the Avorion server. So what does all of this mean? To make it short: Avorion will run a LOT better on machines with multiple cores! The updates you're seeing here are only about 5ms long - meaning that 2 huge battles in 2 sectors can be updated within, on average, 5 milliseconds! (CPU: Intel i7-6700K with 4 cores @ 4.00GHz & Hyperthreading) These are the two battles that were going on at the time of the profiling:
Of course there are still outliers (for example when a ship is spawned or destroyed), but even those have been reduced to maybe 3 - 5 times the average update time (5ms means we get outliers from 15 ms to 45 ms every 15 frames or so).
Multithreading Part 2: Async Scripting
We've also introduced a new way of executing scripts (actually this is not true, it's been in since the Alliances update, but we haven't used it yet): Async calls. These are mostly used to asynchronously generate ships that spawn during play time. While profiling we realized that generating the ship plans take up 80% - 98% of the time required to spawn ships, so in order to reduce server lag while spawning huge armadas ship plan generation is now done asynchronously and the server won't lag as much.
RCON Interface
With the new update we'll also introduce an RCON Interface to the server, with which you can control the server with typical RCON tools. There are plenty of tools at your disposal, so simply pick the one that suits you most.
When is it coming?
Soon! We're done with all the features we want and we'll do several more bugfixes, but then it's ready. We'll also post detailed patch notes once the update goes live. Have fun!
Hey guys, As promised, here's the official roadmap for Avorion, so you can see what's planned for the future, what's coming and what's not coming (when it's not on there, it doesn't mean it's never going to be in the game. It's just that the features we put on there have a higher priority and we know how we want to do them). These are the features we still want in the game and that we believe we can add until the release. Since a question came up a lot over the last weeks, I'd like to state this: We will most likely not stop making updates for Avorion after the big release. So now enjoy the roadmap! https://wiki.avorion.net/Roadmap Have fun!
Dear Avorion players, it's been six month since the game was released into Early Access and it's been an exciting and trying time. Thank you to everyone who's been with us since the beginning and welcome to all those who have joined us on the way. Avorion was originally scheduled to leave EA in the third quarter of this year. Unfortunately time flies, we have reached the third quarter and we can all agree that there is much more work to be done. The Alliance Update took longer than anticipated, the engine needs more work and there are balancing problems that need fixing - a big thanks to the community for pointing those out and sharing your insight. Now, we could simply postpone the release date by a few months. However we want to be sure we can make the new date even if other unforeseen problems occur. We don't want to continue giving you an over optimistic estimation we'd have to adjust every time we hit a road block. That is why we have decided to move the full release of Avorion to Q3 2018. This will allow us to deliver you a high quality product containing all the features we initially planned and maybe some more. We'll post the roadmap for upcoming updates in a few days, so stay tuned! Thank you all for your support, have fun!
The Alliances update is now officially live! We've worked hard on this update and we hope you'll enjoy it.
Warning: Backup your savegame!
We have had several incidents reported where the update may have broken savegames. It is strongly recommended to make a backup of your current saves. Please report these incidents in the forums and supply your old galaxy so we can see what's going wrong.
Alliances and Co-op Flying
Gather your friends to form an alliance and discover the galaxy together as your own faction sharing ships, resources and map knowledge! Fly ships together in co-op mode: Have one friend be the pilot, another one be the gunner and a third one responsible for energy systems and fighter squadrons!
Steam Workshop Support
Download ships from the Steam Workshop and upload your own creations so everybody can use them!
Improved Building Mode
With the new building improvements you can now hide blocks, scale ships or mirror across several different axes.
Out Of Sector Simulation And More
Alliances are not the only new feature that is now available in the Alliances Update:
- Full out-of-sector simulation of stations and ships
- Pilot ships with your friends
- Upload your latest creations to the Steam Workshop
- Subscribe to hundreds of Workshop ships built by the community
- Improved building mode: scaling, block transparency and multi-mirroring
- Performance improvements, bug fixes and more
Full Patchnotes
You can check out the full patchnotes here: http://steamcommunity.com/games/445220/announcements/detail/2496534623697949024
Hey guys, These are the patch notes for the upcoming update! We'll set the update live during the next 24 hours. We've had a nice long testing period on the beta branch and we feel that the update is now stable enough to be released on the default branch. Should you run into any problems loading your old saves, please tell us immediately so we can fix it! We recommend making a backup of your saves though, just in case. We're also going to go back to smaller updates. We've released this update as a huge chunk of work and we're really happy about it, because we feel like these new contents worked well together. But we feel like releasing smaller updates in quicker succession is the better way to go. Large updates are hard to predict, which is already hard in software development, and we failed at making a clear timeline for this update. The size of this update was an experiment and we've come to realize that we and the community both prefer smaller and more regular updates. We will be posting a roadmap of what's planned for the future soon.
Alliances
- Players can now found alliances
- Invite other players to join your alliance
- Alliances work like their own factions: They have money, resources and an inventory
- Players can be assigned ranks, defining permissions in the alliance
- All alliance members are visible to all other alliance members on the map
- Alliance members share all information on the galaxy map
- While flying an alliance ship, all actions represent the player's alliance
Co-Op Flying
- Alliance ships can now be flown by multiple players
- Added Seat Management for crafts to allow players to manage different tasks (steering, firing, etc.)
Out-of-sector simulation
"We'll be adding some more means for better control of which sectors will actually get updated on multiplayer servers. For now, sectors with lots of stuff will have a higher priority."
- Sectors with player and alliance content are updated while the player is not inside the sector
- Default amount of updated sectors per player on multiplayer is 6 (the sector the player is in, plus 5)
- This value can be configured in the server.ini settings and will be a lot higher for singleplayer
- If a player has property in more than 6 sectors, this happens:
- Each sector will have a priority score
- The 5 sectors with the highest scores will be updated
- The score in the sectors is 3 for each player station, plus 1 for each player ship
Steam Workshop
- Steam Workshop integration for ship and station models is complete
- Saved ship plans can now be uploaded to the Steam Workshop
- Subscribe to ship plans on the Steam Workshop
Gameplay
- Added a new flight recorder block
- Flight recorders will mark the death location of the ship on the map
- Flight recorders will only work if they're *still on the ship* when the ship is destroyed
- Trading posts always have dedicated cargo storage
- Added licenses for stolen, dangerous and illegal cargo transportation
- Added multiple mirror planes in building mode
- Removed randomized building mode
- Implemented whole ship modification
- Scaling entire ships
- Upgrading the material of entire ships
- Rotating entire ships
- Added selective block modification
- All but one material or block type are faded out
- Added a search field on the galaxy map
- Turret factories sell a random, more expensive selection of the goods they require for building turrets
- New Turret: Pulse Cannon
- Pulse Cannons shoot ionized projectiles that have a very high chance of penetrating shields
- Added respawning of resource-asteroids in sectors with large asteroid fields (will only be in effect for new sectors)
- Removed collaboration component since Alliances replace this functionality
- Added experimental backwards compatibility for saves created in the beta branch
- A backup of the sector file will be created before converting, so no data will be lost if the conversion fails
- Please report conversion errors in the forum or via the bugtracker so we can fix them!
- Independent turrets now get their targets assigned by the server and no longer search them on the client
- Mining and Salvaging AI commands now no longer continue when there was a player entering the ship
Balancing
"We're currently working on making shields less powerful, and one of the means to do that will be adding more weapons that are strong against shields, such as pulse cannons. But we also felt that plasma cannons didn't have the impact on shields that they were supposed to have, so we upped their damage to shields."
- Doubled shield damage of plasma guns
Client
- Reduced darkness of window shadows
- Added a setting for limiting FPS
- Improved rendering performance in sectors with lots of wreckages
UI
- Improved performance of inventory grid displayers
- Added filtering for inventory grid displayers
- Added favoriting of inventory items with right mouse
- Added marking of inventory items as trash with right mouse
- Tooltips are only drawn when mouse is not obstructed by other windows
- Improved borders of inventory items
- Added loading screen tips for various new features
- Added a button to sell all trash immediately
- Added chat message channels for sector, group, everybody (default) and alliance
- Added display of relative or total costs to saved ships window
- Improved handling of multiline text boxes
- Added a key for toggling strategy mode (default: F9)
- Added an option to disable toggling of strategy mode by zooming
- Added various tips about new or old features to the loading screen help
- Gate connections now have a different color than wormholes on the map
- Added a message when changing control scheme
- Improved german translation
- Added a textbox to quickly transfer lots of cargo and crew
- Trading routes tab is disabled when trading module doesn't support it
- Added a Beta Branch notification when starting the game
Server
"Most important changes here: Better performance on the server (memory and runtime) and improved savegame security."
- Crafts that were destroyed through database corruptions can be restored
- Players can be moved to other sectors, including ships (just rename the files if the names clash)
- Player & Alliance files are saved redundantly to avoid loss of data on file corruptions
- Improved performance when players log in
- Improved overall networking performance
- Improved overall memory performance using lazy initialization of collision data
- Improved performance of traders in sectors without players
- Added detailed output about script memory usage to /status command
- Sector content is now compressed before being sent, reducing traffic when changing sectors by 70%
- Server files are now compressed
- Implemented whitelisting of steam groups
- There's a separate file group-whitelist.txt in the server folder where you can add 64bit steam group ids that should be whitelisted
- Improved traffic for normal sectors with players
- Improved performance for sectors without players
- Added more tracing and logging to server startup sequence
- Added a time counter for online time of server
- Fixed a major performance issue for armed ships near the barrier and the center of the galaxy
- Large AI ships in the center of the galaxy no longer spawn with 50+ turrets
- These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated
Scripting API
- Entity IDs are now 128bit UUIDs
- Script memory footprint reduced
- Scripts that are attached to the same object are loaded into the same lua VM, if possible, to reduce redundant data
- Added namespaces so scripts can be distinguished from each other and to avoid name collisions and functions getting overridden
- Scripts that have DIFFERENT namespaces will be loaded into the SAME lua VM, since name collisions aren't expected to happen
- Scripts that share the SAME namespace will be loaded into DIFFERENT lua VMs
- Scripts that have a namespace must have a comment '-- namespace NAMESPACE' where NAMESPACE is the script's namespace
- Scripts that have a namespace must have a namespace table with the same name as stated in the namespace comment
- Scripts that have a namespace comment must prefix all non-local functions and variables with their Namespace table (see scripts for more details on this)
- Scripts that have no namespace comment statement will always be loaded into different VMs (which is exactly the old model)
- It is STRONGLY recommended to modders that they rework their scripts to use namespaces to save memory performance!
- Lua VMs aren't set to invalid after a normal error, but still on fatal errors (exceptions)
- [Documentation] Fixed methods of inherited script classes not showing up in completion docs
- [Documentation] Fixed broken base classes when base gets a [client] or [server] extension
- CheckBox can be enabled and disabled
- CheckBox can be configured to have its box on the left or right side
- TextBox can have a background text
- Added a VanillaInventoryItem item that can be used for scripting inventory items
- Fixed an issue with infinite recursion in printTable()
- Added a PlanSelectionItem item that can be used in selection grids to display BlockPlans
- Added functions to access all plans that are saved locally or downloaded via the Steam Workshop
- Added Timer and Profiler classes
- Implemented API for async script calls [while theoretically functional, still highly experimental]
- Added a new "onPlanModifiedByBuilding" callback for when the Plan component is modified through building
- Added a Physics component for manipulating physics of an entity
- Added a property to Entity that allows setting a damage multiplier for that specific entity
Misc
- Several small performance improvements all over the place
- Improved logging
- Reduced size of ship .xml files
- Player is placed in last craft used upon login
- Broken scripts are removed from scriptable objects on when loaded from database
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping with the game!"
- [UBR] Fixed extreme loading times due to too many inventory items
- [UBR] Fixed a crash that occurred often during instanced rendering (asteroids and such)
- [UBR] Fixed overflow of resources and money
- Resources and money are now 64bit integers, meaning they can go up to 9.223.372.036.854.775.808
- Overflowing is no longer possible
- Fixed player being placed in his drone on use of /teleport command
- [UBR] Fixed space bar not working sometimes in loading screen
- [UBR] Fixed a hang when holo blocks decay due to missing repair crew
- Fixed a (rare) player duplication issue
- Fixed a crash when destroying/deleting a station
- Fixed a crash when loading corrupt scripting values file
- Fixed trading posts not having any cargo storage
- Fixed a crash when loading an object with a script where the script file disappeared
- [UBR] Fixed smuggler's market not working when too many stolen goods are on the ship
- [UBR] Fixed a crash in patrol AI
- [UBR] Fixed a crash in loading screen
- [UBR] Fixed a crash when exiting the game while in strategy mode
- [UBR] Fixed a crash when loading templates.xml
- Fixed ships by faction on map not being saved/loaded correctly
- [UBR] Fixed quick menu buttons being clickable through the building inventory
- [UBR] Fixed keyboard and mouse up events not being registered in loading screens
- [UBR] StructuralIntegrity effect is now always visible on the correct ship
- Fixed translation of EnergyConsumer names
- Fixed mining systems always showing asteroids for all players in a sector
- [UBR] Fixed a crash in energy tab when resolution is too low
- [UBR] Fixed auto pay crew not working in creative mode
- Fixed an issue where repair docks would require negative payments by players
- [UBR] Fixed roll being displayed as bad even when it's not when using gyros
- [UBR] Fixed asteroids in the outer regions being sold for 0 credits
- [UBR] Fixed normal cargo getting sold at smuggler's market instead of stolen cargo
- Fixed several money scaling issues, money of stations and transactions scales correctly now with distance to the center
- [UBR] Fixed a crash when discarding broken blocks and the repair brush is open
- [UBR] Fixed an issue where the repair brush's diff'd blocks wouldn't disappear
- [UBR] Fixed tooltip and default values of hyperspace upgrades
- [UBR] Fixed a crash when loading corrupted groups file
- [UBR] Fixed default server port not being able to be set via settings.ini
- [UBR] Fixed a crash in AI orders script when assigning guard order
- [UBR] Fixed trading overview not showing factory items
- [UBR] Fixed trading overview tooltips
- [UBR] Fixed an error in trading overview when max stock of a station's good is 0
- [UBR] Fixed several divisions by zero crashing trading upgrade
- [UBR] Fixed trading post not refreshing its UI
- [UBR] Fixed a crash in building mode related to deletion of all blocks
- [UBR] Fixed independent turrets having different targets on client and server
- [UBR] Fixed independent turrets sometimes not shooting on the client
- [UBR] Fixed brake thrust of ships being 0 in stats overview in shipyard
- [UBR] Fixed salvaging or mining AI commands not stopping when there is no longer a captain
- Fixed a huge server performance issue when undoing a ship transformation to a large ship in the building mode
- Eliminate pirate mission terminates itself when there is no location (which happens mostly after server crashes)
- Fixed speed particles being visible in strategy mode
- [UBR] Fixed stations and asteroids getting stuck within each other forever and impairing performance
- [UBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links
- [UBR] Fixed faction war side decision triggering incorrectly when repairing ships of one side
- [UBR] Fixed wrong tooltip description for repair beams
- [UBR] Fixed incorrect spelling of zinc
- [UBR] Fixed a crash in diplomacy tab when sorting or filtering
- [UBR] Fixed a few issues with tutorial when creative mode is active
- Fixed ships sometimes not moving when strafing
We've added some performance improvements to battles that take place near the galaxy core - We've identified a major performance issue and resolved it. Technical Background for those interested: In faction battles there would ships spawning with 50 to 100 turrets, leading to thousands of turrets (~1300 for a single battle near the barrier) to be spawned. Turrets have to be updated a lot (every frame) and they require careful and thus intense calculations. These calculations include ray-intersection with the ship they're on as well as turning (meaning sine and cosine calculations which are expensive). We were faced with the fact that these calculations simply couldn't be optimized any further, and we thus had to reduce the amounts of turrets on normal AI ships to 10 - 15. In turn we added a multiplier for damage dealt, so that the ships will still gain more strength, even if their turret amounts no longer grow towards the center of the galaxy.
Performance
- Fixed a major performance issue for armed ships near the barrier and the center of the galaxy
- Large AI ships in the center of the galaxy no longer spawn with 50+ turrets
- These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated
Scripting API
- Added a property to Entity that allows setting a damage multiplier for that specific entity
Note: There was an issue preventing hyperspace calculations from finishing. This issue has been resolved and a hotfix is now live.
UI
- Added notifications for alliance pickups and relation changes
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks again to everybody reporting bugs and helping us improve the game!"
- [UBR] Fixed a few server crashes
- [UBR] Fixed /teleport command moving players out of their ship
This time the patch took us a little longer - we had some trouble pinning down the bug that would randomly (and I mean, randomly) teleport asteroids and stations through the sector, resulting in them intersecting, which would in turn deteriorate performance a lot. But we fixed it, and if nothing else comes up, then this patch and the Alliances update will most likely make it onto the stable branch very soon!
Gameplay
- Added auto-pay crew for alliances
- Alliances have the same initial relations as their founder
UI
- Galaxy map territory is now updated in colors of the currently flown ship (alliance or player ship)
- Beta branch warning is now only shown once in main menu after starting the game
- The warning will still show up every session, but only once per session
Misc
- Improved german localization
- Improved performance of sector generator
- Added comment explaining how namespace comment works
Scripting UI
- Added a Physics component for manipulating physics of an entity
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks again to everybody reporting bugs and helping us improve the game!"
- [UBR] Fixed stations and asteroids teleporting through the sector
- [UBR] Fixed stations and asteroids getting stuck into each other forever and destroying performance
- [UBR] Fixed unnecessary warnings when converting databases to new format
- [UBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links
- [UBR] Fixed faction war side decision triggering wrongly when repairing ships of one side
- [UBR] Fixed wrong tooltip description for repair beams
- [UBR] Fixed incorrect spelling of zinc
- [UBR] Fixed a crash in trading overview upgrade
- [UBR] Fixed a crash in diplomacy tab when sorting or filtering
- [UBR] Fixed a few issues with tutorial when creative mode is active
- Fixed ships sometimes not moving when strafing
- Fixed scrapyard not working correctly with alliances
We've added backwards compatibility for previous default branch saves. Since we're still testing this feature, we highly recommend making a backup of your save before loading it in the beta branch. While we couldn't find any errors on our side, experience has shown that you guys are way better at finding issues like that, so we want to be sure that no data is lost when loading your old saves. In order to guarantee that, a backup is made of every file that needs conversion.
Gameplay
- Removed collaboration component since Alliances replace this functionality
- Added experimental backwards compatibility for saves created in the beta branch
- A backup of the sector file will be created before converting, so no data will be lost if the conversion fails
- Please report conversion errors in the forum or via the bugtracker so we can fix them!
- Independent turrets now get their targets assigned by the server and no longer search them on the client
- Mining and Salvaging AI commands now no longer continue when there was a player entering the ship
Misc
- Broken scripts are removed from scriptable objects on when loaded from database
UI
- Trading routes tab is disabled when trading module doesn't support it
- Added a Beta Branch notification when starting the game
Scripting API
- Added a new "onPlanModifiedByBuilding" callback for when the Plan component is modified through building
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks guys!"
- [UBR] Fixed tooltip and default values of hyperspace upgrades
- [UBR] Fixed a crash when loading corrupted groups file
- [UBR] Fixed default server port not being able to be set via settings.ini
- [UBR] Fixed several occurrences of non-random initialization of stations
- [UBR] Fixed a crash in AI orders script when assigning guard order
- [UBR] Fixed trading overview not showing factory items
- [UBR] Fixed trading overview tooltips
- [UBR] Fixed an error in trading overview when max stock of a station's good is 0
- [UBR] Fixed several divisions by zero crashing trading upgrade
- [UBR] Fixed trading post not refreshing its UI
- [UBR] Fixed a crash in building mode related to deletion of all blocks
- [UBR] Fixed a few crashes when clicking on SavedShipsWindow buttons while having a plan selected that's not yet loaded
- [UBR] Fixed independent turrets having different targets on client and server
- [UBR] Fixed independent turrets not working when co-op piloting a ship
- [UBR] Fixed independent turrets sometimes not shooting on the client
- [UBR] Fixed brake thrust of ships being 0 in stats overview in shipyard
- [UBR] Fixed salvaging or mining AI commands not stopping when there is no longer a captain
- Fixed a huge server performance issue when undoing a ship transformation to a big ship in the building mode
- Fixed inconsistent selected object when entering a ship
- Eliminate pirate mission terminates itself when there is no location (which happens mostly after server crashes)
- Fixed speed particles being visible in strategy mode
- Improved german translation
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks guys!"
- [UBR] Fixed roll being displayed as bad even though it's not when using gyros
- [UBR] Fixed alliance asteroids being unable to be sold
- [UBR] Fixed asteroids in the outer regions being sold for 0 credits
- [UBR] Fixed normal cargo getting sold at smuggler's market instead of stolen cargo
- Fixed several money scaling issues, money of stations and transactions scales correctly now with distance to the center
- [UBR] Fixed a crash in the inventory selections related to tooltips
- [UBR] Fixed a crash when discarding broken blocks and the repair brush is open
- [UBR] Fixed an issue where the repair brush's diff'd blocks wouldn't disappear
- Improved german translation
UI
- Added a diplomacy tab for alliances
Bugfixes
These are all user bug reports. Thanks a lot to everybody who helped out!
- Researching items other than turrets and upgrades is no longer possible
- Fixed tooltips of cargo transportation licenses
- Fixed an issue where transportation licenses didn't work
- Fixed a crash when dragging and dropping alliance items into mail window
- Fixed alliance ships not dropping their turrets and upgrades
- Fixed a crash when showing tooltip of a few items
- Fixed an issue where alliance ships would deal less damage than player ships
- Fixed several inconsistencies with shared alliance map
- Fixed an issue where repair docks would require negative payments by players
- Fixed player's drone spawning inside stations or ships when leaving crafts
First Beta patch for the alliances is out, we've mostly fixed errors. Big thanks to everybody who's been busy reporting!
Gameplay
- Added alliances having infinite resources in creative mode
Server
- Improved traffic for normal sectors with players
- Improved performance for sectors without players
- Added more tracing and logging to server startup sequence
- Added a time counter for online time of server
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping us improving the game!"
- [UBR] Fixed crash when clicking on a saved plan that wasn't yet loaded from disk
- [UBR] Fixed a crash when shutting down server with lots of players in the same group
- [UBR] Fixed input validation in tradingmanager not using alliance funds
- [UBR] Fixed telling civil ships to dump their cargo worsening present alliance relations, including own alliance
- [UBR] Fixed not being able to interact to buy insurance for an alliance ship
- [UBR] Fixed out of sector combat
- This subsequently fixes out of sector mining not working
- Fixed flight recorder not marking sectors as death location in some cases
- [UBR] Fixed a crash in UI when adding/removing system upgrades
- Improved german translation
- [UBR] Fixed an issue where items would get sold for the maximum amount of credits possible
- [UBR] Fixed crash in building mode when hiding blocks on ships with hangars
- [UBR] Fixed a crash in energy tab when resolution is too low
- [UBR] Fixed auto pay crew not working in creative now
- [UBR] Loot reserved for pilots of an alliance ship is collected correctly
Ever since we first released Avorion, we noticed both the wish and active attempts to translate Avorion into other languages. We think that translations are an essential feature, and after getting lots and lots of propositions for community translations we're now giving you the tools to help in the process. We decided to do community translations since Avorion is under very active development and texts are constantly changing. This way we can provide a way for the translations to adapt to the current state of the game. So we launched translate.avorion.net, an official community translation hub, where everybody can contribute to translate Avorion to various different languages. To make things easier for inexperienced people, we also wrote a quick guide where we briefly discuss the pitfalls and problems to consider while translating: http://steamcommunity.com/sharedfiles/filedetails/?id=940484836 If your language isn't available and you want to translate it, please send us a quick mail at translate@avorion.net. We also know that there are a few finished translations already around, so if you want your translation to be added to the database, send us a quick mail to translate@avorion.net with your .po file so we can add it to the database. Thank you all for reading and thank you very much if you decide to help translating Avorion!
The time has finally come! The patch for version 0.12 is now officially available on the beta branch! We want to use the time on the beta branch to find errors and bugs to ensure polish for when the update comes to the default branch. PLEASE NOTE: The beta branch is for testing experimental changes and for finding and fixing errors. Use at your own risk! WARNING: The current version is INCOMPATIBLE with your latest save files. WE WILL ADD BACKWARDS COMPATIBILITY to existing saves during the week to ensure that you can use your old saves. You will be able to use your old saves once the update is live on the default branch. You can find the full patch notes here: http://steamcommunity.com/games/445220/announcements/detail/1316588270895403776 Thanks for testing and have fun!
Hey guys, these are the patch notes for the upcoming update! We'll set the update live on the beta branch during the next 16 hours. PLEASE NOTE: The beta branch is for testing experimental changes and for finding and fixing errors. Use at your own risk! WARNING: The current version is INCOMPATIBLE with your latest save files. WE WILL ADD BACKWARDS COMPATIBILITY to existing saves during the week to ensure that you can use your old saves. You will be able to use your old saves once the update is live on the default branch. These are preliminary patchnotes and might not contain all changes that will have been made once the update will be live on the default branch.
Alliances
- Players can now found alliances
- Invite other players to join your alliance
- Alliances work like their own factions: They have money, resources and an inventory
- Players can be assigned ranks, defining permissions in the alliance
- All alliance members are visible to all other alliance members on the map
- Alliance members share all information on the galaxy map
- When flying an alliance ship, the player does everything he does in the name of his alliance
Co-Op Flying
- Alliance ships can now be flown by multiple players
- Added seat management for crafts to manage who is able to do what (steering, firing, etc)
Out-of-sector simulation
"We'll be adding some more means for better control of which sectors will actually get updated on multiplayer servers. For now, sectors with lots of stuff will have a higher priority."
- Sectors with player and alliance content are updated while the player is not inside the sector
- Default amount of updated sectors per player on multiplayer is 6 (the sector the player is in, plus 5)
- This value can be configured in the server.ini settings and will be a lot higher for singleplayer
- If a player has property in more than 6 sectors, this happens:
- Each sector will have a priority score
- The 5 sectors with the highest scores will be updated
- The score in the sectors is 3 for each player station, plus 1 for each player ship
Steam Workshop
- Steam Workshop integration for ship and station models is complete
- Saved ship plans can now be uploaded to the Steam Workshop
- Subscribe to ship plans on the Steam Workshop
Gameplay
- Added a new flight recorder block
- Flight recorders will mark the death location of the ship on the map
- Flight recorders will only work if they're *still on the ship* when the ship is destroyed
- Trading posts always have dedicated cargo storage
- Added licenses for stolen, dangerous and illegal cargo transportation
- Added multiple mirror planes in building mode
- Removed randomized building mode
- Implemented whole ship modification
- Scaling entire ships
- Upgrading the material of entire ships
- Rotating entire ships
- Added selective block modification
- All but one material or block type are faded out
- Added a search field on the galaxy map
- Turret factories sell a random, more expensive selection of the goods they require for building turrets
- New Turret: Pulse Cannon
- Pulse Cannons shoot ionized projectiles that have a very high chance of penetrating shields
- Added respawning of resource-asteroids in sectors with large asteroid fields (will only be in effect for new sectors)
Balancing
"We're currently working on making shields less powerful, and one of the means to do that will be adding more weapons that are strong against shields, such as pulse cannons. But we also felt that plasma cannons didn't have the impact on shields that they were supposed to have, so we upped their damage to shields."
- Doubled shield damage of plasma guns
Client
- Reduced darkness of window shadows
- Added a setting for limiting FPS
- Improved rendering performance in sectors with lots of wreckages
UI
- Improved performance of inventory grid displayers
- Added filtering for inventory grid displayers
- Added favoriting of inventory items with right mouse
- Added marking of inventory items as trash with right mouse
- Tooltips are only drawn when mouse is not obstructed by other windows
- Improved borders of inventory items
- Added loading screen tips for various new features
- Added a button to sell all trash immediately
- Added chat message channels for sector, group, everybody (default) and alliance
- Added display of relative or total costs to saved ships window
- Improved handling of multiline text boxes
- Added a key for toggling strategy mode (default: F9)
- Added an option to disable toggling of strategy mode by zooming
- Added various tips about new or old features to the loading screen help
- Gate connections now have a different color than wormholes on the map
- Added a message when changing control scheme
- Improved german translation
- Added a textbox to quickly transfer lots of cargo and crew
Server
"Most important changes here: Better performance on the server (memory and runtime) and improved savegame security."
- Crafts that were destroyed through database corruptions can be restored
- Players can be moved to other sectors, including ships (just rename the files if the names clash)
- Player & Alliance files are saved redundantly to avoid loss of data on file corruptions
- Improved performance when players log in
- Improved overall networking performance
- Improved overall memory performance using lazy initialization of collision data
- Improved performance of traders in sectors without players
- Added detailed output about script memory usage to /status command
- Sector content is now compressed before being sent, reducing traffic when changing sectors by 70%
- Server files are now compressed
- Implemented whitelisting of steam groups
- There's a separate file group-whitelist.txt in the server folder where you can add 64bit steam group ids that should be whitelisted
Scripting API
- Entity IDs are now 128bit UUIDs
- Script memory footprint reduced
- Scripts that are attached to the same object are loaded into the same lua VM, if possible, to reduce redundant data
- Added namespaces so scripts can be distinguished from each other and to avoid name collisions and functions getting overridden
- Scripts that have DIFFERENT namespaces will be loaded into the SAME lua VM, since name collisions aren't expected to happen
- Scripts that share the SAME namespace will be loaded into DIFFERENT lua VMs
- Scripts that have a namespace must have a comment '-- namespace NAMESPACE' where NAMESPACE is the script's namespace
- Scripts that have a namespace must have a namespace table with the same name as stated in the namespace comment
- Scripts that have a namespace comment must prefix all non-local functions and variables with their Namespace table (see scripts for more details on this)
- Scripts that have no namespace comment statement will always be loaded into different VMs (which is exactly the old model)
- It is STRONGLY recommended to modders that they rework their scripts to use namespaces to save memory performance!
- Lua VMs aren't set to invalid after a normal error, but still on fatal errors (exceptions)
- [Documentation] Fixed methods of inherited script classes not showing up in completion docs
- [Documentation] Fixed broken base classes when base gets a [client] or [server] extension
- CheckBox can be enabled and disabled
- CheckBox can be configured to have its box on the left or right side
- TextBox can have a background text
- Added a VanillaInventoryItem item that can be used for scripting inventory items
- Fixed an issue with infinite recursion in printTable()
- Added a PlanSelectionItem item that can be used in selection grids to display BlockPlans
- Added functions to access all plans that are saved locally or downloaded via the Steam Workshop
- Added Timer and Profiler classes
- Implemented API for async script calls [while theoretically functional, still highly experimental]
Misc
- Several small performance improvements all over the place
- Improved logging
- Reduced size of ship .xml files
- Player is placed in last craft upon login
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping with the game!"
- [UBR] Fixed extreme loading times due to too many inventory items
- [UBR] Fixed a crash that occurred often during instanced rendering (asteroids and such)
- [UBR] Fixed overflow of resources and money
- Resources and money are now 64bit integers, meaning they can go up to 9.223.372.036.854.775.808
- Overflowing is no longer possible
- Fixed player being placed in his drone on use of /teleport command
- [UBR] Fixed space bar not working sometimes in loading screen
- [UBR] Fixed a hang when holo blocks decay due to missing repair crew
- Fixed a (rare) player duplication issue
- Fixed a crash when destroying/deleting a station
- Fixed a crash when loading corrupt scripting values file
- Fixed trading posts not having any cargo storage
- Fixed a crash when loading an object with a script where the script file disappeared
- [UBR] Fixed smuggler's market not working when too many stolen goods are on the ship
- [UBR] Fixed a crash in patrol AI
- [UBR] Fixed a crash in loading screen
- [UBR] Fixed a crash when exiting the game while in strategy mode
- [UBR] Fixed a crash when loading templates.xml
- Fixed ships by faction on map not being saved/loaded correctly
- [UBR] Fixed quick menu buttons being clickable through the building inventory
- [UBR] Fixed keyboard and mouse up events not being registered in loading screens
- [UBR] StructuralIntegrity effect is now always visible on the correct ship
- Fixed translation of EnergyConsumer names
- Fixed mining systems always showing asteroids for all players in a sector
Known Issues
"Some things that still need fixing, that didn't make it into the update. They will be fixed during next week."
- Alliance sectors not being shared correctly on the map
- Notifications for picking up items for alliances
Time for another update!
We're proud to announce that the feature development for the Alliances update has finished! This means that we'll go into testing soon, after we did some internal testing as well. The reason why this update took so long was that we had a lot of features that fit thematically into the update. There were just too many things that we wanted included in the update, so we thought "yeah, that one would be quite cool, too!" leading to a never-ending stream of cool ideas and features that we wanted to ship with the update, delaying it further and further. We have all the most important features in and we've decided that now it's enough and we'll just ship it so you won't have to wait any longer. This also means that there are a few features that we initially wanted to include that didn't make it. But we'll release them in future updates. These are the features (roughly) that will make it into the game with the update. A more detailed list of these will be posted with patch notes once the update goes live on the beta branch.
- Alliances, ie. player-founded factions, similar to guilds/clans in other games
- Steam Workshop support for ship and station models
- Co-Op ship steering of alliance ships
- Out-of-sector simulation for player ships and stations
- Improved server performance (less lag, less memory consumption)
- Whole Ship modification, ie. upgrading materials, scaling, rotating, modifying internal blocks
- UI improvements, searching on galaxy map, filtering in inventory
Future Plans
In the future we'll most likely do smaller, but more regular updates again. We tried an experiment with this update as we thought that huge content updates might be somewhat more impactful, but we realized that while it made development easier, it didn't help you guys a lot. So we'll be moving back to the system where we'll release smaller updates, but a lot more regularly. We've got a few updates planned already, not necessarily in that order though. I'll give you a quick description on what we've planned in these updates.
Combat and Stealth
We want combat in Avorion to be more exciting than just flying in front of each other, shooting at shields and seeing that my firepower is slightly stronger than the enemies shields so I win. We'll add more specialized weapons that will be capable of destroying or bypassing shields a lot better, making shields a lot less overpowered, completely necessary thing. But don't worry, you'll see what you're up against so you can prepare for a fight against an enemy that won't care about your shields.
Fighter Rework
We'll rework the way fighters work. Right now they can be very strong in terms of firepower, but they die off very quickly, making them nearly unusable. We want them to be a strong alternative to turrets, that's equally strong and just works differently. This includes easier replacement of destroyed fighters and their pilots, as well as specialized weapons against fighters. And customized fighters. This is actually something we initially wanted to include in the Alliances update (since it would fit in perfectly) but we realized that this is easily a week's worth of work, so we'll ship it in a separate update.
Okay great, but when?
Now that we're done with all the features we want in we'll do some more internal testing and if everything goes well the update will hit the beta branch by the end of next week. Thanks for reading everybody, and stay tuned!
DISCLAIMER: I will speak about what happened, progress and performance optimization over the last few days and since it's mostly been coding, it will get kind of technical. I could post some images but there really is nothing new on them that I could show you, so I don't see the point of doing it. This will most likely also be more like a blog post or something. We'll see.
Alliances & Progress
Over the last weeks we finished up on the alliances mechanics, meaning: Alliances are basically finished (feature-wise)! They need more testing, but the features are all in. However, there's a lot of other features that we want to ship alongside alliances with the next update, the most important ones being Steam Workshop support for ship and station models and out-of-sector-updates for player ships and stations. We want to ship them all at once because we know that if we ship them one by one they will break their own database structures (ie. corrupting your saves) or we'd have to add a converter each single time (which is actually not an option if we have to do it for lots of small updates) since we're doing a lot of work in that area right now. I also improved how player ships are saved and, most importantly, restored when there are database corruptions. Right now ships are always stored in the sector files, since technically speaking, they belong to a sector. But this lead to annoying ship losses in a few cases when the server crashes before a sector can be written to disk. With the new system, which will be shipped with the update, player ships and stations will be saved in the player's file. In addition to that, the server will now save multiple instances of the player's file, meaning even if a player file gets corrupted due to lack of HDD space, BSOD, a power outage or other reasons, there are 5 other fallback saves which you can access so at max only the progress of the last 5 minutes is lost. This also means that you can now transfer entire players, including their ships (!) to another server by copying that player's file. It also means that sector and player files no longer need to be written out every time a player changes sectors, which should improve performance of multiplayer servers dramatically. This also allowed me to fix an issue where the entire database would get written out in some cases to ensure a consistent state. This has been identified as the major cause for those huge lags that tended to occur on large servers (like the public test server) whenever a player logged in or whenever a new faction was created (ie. when a player changed sectors into a region of a new faction).
Steam Workshop and Out-Of-Sector Performance Improvements
Steam Workshop implementation should be quite straightforward. If its ease of implementation is similar to the other Steam API features that I've used in the past it should be realized quite quickly. Performance optimization for holding lots of sectors in memory at once, however, has proven quite the problem (but a solvable one, phew) over the last few days. When we're talking about keeping lots of sectors alive at once, The most important things are update performance and memory consumption of the server. Now, sectors without players are actually really lightweight when it comes to update performance, since the game is using a simplified update variant for these, however they can still easily use 100 - 150 MB of RAM per sector while in memory. And players tend to visit the populated sectors more often since they're a lot more interesting than empty space. So we have to improve on the memory consumption most importantly. So we profiled what was actually causing the high memory consumption. At first we thought "obvious, it's all the geometry of the objects". After measuring memory consumption before and after stripping down all the plans of all the objects in several highly populated sectors we realized that those only took up 2 - 5 MB of RAM, out of 130MB. So that clearly wasn't the cause for the high RAM consumption. Which was to be honest both scary and a relief. A relief because if it were the block structures, we'd have to strip them every time a player leaves a sector and re-add them every time a player reenters the sector, which would lead to a myriad of special cases where components and scripts would always have to check if a plan was actually loaded or not (have fun, modders, haha). But it was also scary since it had to be something that we hadn't thought of before, and that's never good. After further investigation it turned out to be the lua scripts. In highly populated sectors we saw that there were on average around 220 scripts active (basically nearly every single station or ship interaction is its own script). But it wasn't the scripts themselves, it was the fact that we were using a single lua VM for each unique script. This might sound ludicrous, but at the time it seemed like a good idea since these VMs are actually rather lightweight, and each script could be cleaned up easily when it's being detached or deleted. Well, they were lightweight until we started adding the Avorion Scripting API, which blows each VM's memory consumption from 5 - 20KB (depending on which built-in lua libs we offered) to at least 130KB. 130KB times 220 is 28.6 MB, so we had at least 28.6 MB per sector. And we're not yet counting any initialization or actual scripts, this is just the absolute minimum basis per script. Initialized scripts could take 500KB to 2.5MB. After profiling some more we saw that the scripts used up to 80 MB per sector - quite the amount. The big issue here is that when using a separate VM for each script, there will have to be a lot of redundant data available to each VM, since the VMs themselves don't know that there are other VMs.
The improved Scripting API
So what I've come up with now is simple: Use a single lua VM for each entity, and no longer for each script. We were forced to make a few script API changes in order to do this, but the good news is: We managed to do it in a way that will NOT kill current mods! I'd still strongly advise modders to adjust their scripts to make use of the improved memory consumption, though. The changes are as follows:
- Since every script defines functions that will be called from the main game, and these functions have to have the same names, I've added modules or namespaces (I'll decide on which term we'll use later). Each script can define a namespace/module in which its functions will live that it'll expose to the main program. By separating them into different modules or namespaces they will no longer have the same name in the VM and they won't get overridden when another script is loaded into the VM.
- When loading a script, Avorion will check if it's using a namespace, and if yes and if there are no duplicates it will be injected into the existing lua VM of the object.
- If no namespace is defined or the namespace exists already (basically whenever there's a potential for methods being overridden by the newly loaded script) the script will be run in a new VM. This is basically exactly the same as the old model that we've been using so far.
Alright that's it for now!
If you made it here, congratulations and thanks for reading! Hopefully I managed to give you an insight on what we're doing right now.
OMG I DON'T CARE UPDATE WHEN!?
I won't give another date right now because this stuff is really (and I mean REALLY) hard to predict, but I want you all to know that we're working hard on new features and improving the game and we've been making some great progress over the last weeks. As I said in the last announcement: Software engineering is a complex thing and there can always be unforeseen issues (these issues I just talked to you about are basically the proof) so telling an exact date is hard if we want to ship with as little issues as possible. There's a reason why lots of companies just say "when it's done". But to give you at least some feedback: About 50% of the work of the update is done, and hopefully the rest will be more straightforward so let that be an indicator for you. Oh, and there will be more new screenshots of nice new features in the next update, promise :) Have fun and see you all soon!
Development Update
Let's do a quick update on what's happened so far with the alliances! Over the last weeks I had to get a lot of backend and business stuff done so progress was sometimes a little slow and when there was progress, well, there was nothing that I could show since it's been background and database changes. But now the backend coding is mostly done and I've started implementing more of the front-end features, which I will quickly show you here! Sadly, over the last weeks progress wasn't going just as well as I had hoped, but we're confident that we'll be releasing the update in the next few weeks. I'd love to be more specific on the release date, but there are always unforeseen problems in software development and I prefer finishing the next updates up nicely before pushing them into the beta branch to avoid frustration and bugs.
Alliances
Alliances will work like a faction. You can invite people to join your alliance, and from then on they can, depending on their permissions, contribute to that alliance and fly crafts of it, build and so on.
You can invite people over the members list which can be seen here:
And of course there's going to be an alliance vault, where you can store and items and resources. These items will be available to everyone building and flying alliance ships, so you'll be using up resources from the alliance when managing its ships. Another nice and highly asked-for feature will be filtering in the inventories! I added a filter function which will match strings with the tooltips so you can highlight and easily find items you're looking for. I also drastically improved the performance of the inventory UI, so it's going to be a lot more fluid.
The filtering feature will be applied to all the occurrences of the inventory, including the building mode and the research station as well.
Links to all the pictures in high resolution so you can actually see something:
Alright guys, thanks for your attention and have fun! I'll go back to development of the alliances and all the other features we've planned for the update!
Hey everybody,
I'd like to thank you for participating in this little joke (of you wanted to or not, heh), and I'd like to point out officially here that it was actually an April Fool's joke.
Cubic planets were a nice opportunity for us as an April Fool's joke since it took not even 5 minutes to swap out the models for the planets and to add the date check for them to be activated. This "improvement" was easy to add and purely visual, without impacting gameplay. That made it the perfect opportunity for April 1st. So for those worried tht we're wasting our precious dev time: We didn't actually lose any work time over this.
Since some people are actually thinking that our focus lies on planet visuals instead of new content: Yeah, that's of course not the case. We like our planets, we might improve them in the future, but right now we're very busy with the Alliances update. It's a lot of work but coming along nicely. Once we have more to tell you, I'll make another announcement.
Oh, and in case you did like the cubic planet visuals, you can add the following line to your client.ini file in your %appdata%Avorion or ~/.avorion folder to enable them:
Look for the [Background] category and add the following line (or edit the value in case the line already exists):
CubePlanets=true
Have fun!
Hey everybody, As we already said in our previous announcement, we always strive to improve the graphics of Avorion. For this small update, we've updated the planet visuals so they match the rest of the game better. The changes are subtle and might even be overlooked when you don't pay attention. We want Avorion to look great and unique and this is one of many steps that we will take to improve the atmosphere and achieve a more cohesive, exciting graphics style. It may not be completely realistic, but we think that the overall feel of the game will have improved by a lot. You can check them out ingame after you got the update. We'll be rolling out the changes over the next 24 hours, and you may have to restart Steam to get the update. Depending on your region, the update might take a little longer to be active, but everybody should get it within the next 24 hours. Have fun!
Hey everybody! I'd like to give you a short update on what we've got planned for the future. First off: We're currently busy working on the Alliances Update, and we want to make sure to get it right and not release a rushed version. This means that it'll take a little longer than you (and we as well) may have anticipated, but we'll make sure that the wait is going to be worth it. We'll take a few more weeks until it's finished, and you shouldn't expect any big updates for the time being. Of course we'll still address critical problems, such as performance problems, exploits or crashes immediately if we can. Until then: No ETA, except for: We hope to release it in a few weeks, and we'll keep you posted on how it's going. On another note, we're currently looking to make the visuals of the game a little more cohesive, so that the ships, shots, asteroids, background, planets and effects all work together really well.
Alliances Update?
For those not knowing about the Alliances update: It will allow players to form alliances, that will count as their own factions, very similar to guilds or clans in other games. We'll add a lot of content and features to make sure that you can actually experience Avorion on a bigger scale - for example performance improvements so we can actually hold all the sectors with alliance or player ships in memory and update them. You won't have to stay around to have your factory or miner gain money. Time to finally build your empires! Here's a rough outline for the features that we have planned for Alliances:
Alliances Update Features
- Alliances that will be formed by players
- Co-op ship piloting
- Sectors staying in memory while a player is online
- Improved building mode for easier editing (scaling, moving, transforming) of whole ships
- Player backups so your progress is not lost on server failure of any kind
- Custom fighter plans and Steam workshop support for ship and station plans, and entire faction sets
- Better inventory and map navigation
Further down the road
After the Alliances we're looking to make a Combat & Stealth Update, where we'll add more and more meaningful weapons and warfare features, so that combat isn't just standing-still-and-waiting-for-your-enemy-to-die. We'll give you more details on that later on, so stay tuned! Have fun!
The performance issues that have been introduced for a small number of players should have been resolved with this latest patch. Please try out the patch, and should you run into further problems, please either post a bug report in the forum or submit a bug report with the ingame bug reporting tool. Remember to post your Client Logs! Have fun!
In this patch we've improved a few features and improvements that we actually wanted to add to the groups update from last time, but that didn't make it in time. We also improved the compatibility for Intel HD graphics, so if you have one of these onboard Intel GPUs, please try out the current build since we'd love to hear how Avorion is performing now. We have a few devices that we can test on, but it's impossible for us to test on every since Intel GPU there is, so we need your feedback! Make sure you've updated your drivers to the latest version, since we can only offer support for up to date drivers! Here are the full patch notes:
Gameplay
- Infinite turrets in creative mode
- You'll still have to find the turrets, but you can build as many as you want once you found one
- Added hotkeys for toggling ship systems
- These hotkeys are unassigned at first, you'll have to assign them yourself
- Big infected asteroids can no longer be claimed
- Military outposts have turrets
- Number of crew members at crew boards scales with distance to galaxy center
- Very large numbers for crew boards when in creative mode
- Added numeric display of velocity and hyperspace cooldown
- Added new hints for death, dropped items, insurance and reconstruction sites
Balancing
- Reduced reputation gain by trading
- Resource depots have a max amount of reputation that can be gained during a time period
- This is to prevent buying reputation at a faction
Scripting API
- Added an interface to the EnergySystem component that allows management of energy for ships and stations
- Sounds can now be played via scripts
Client
- Improved loading performance on first loading screen when players have very many inventory items
- Loading screen is now more responsive
- Windows shouldn't complain about the application not responding any more (which was a false positive anyways)
- Improved logging for potential graphics problems
- Improved support for Intel HD 3000 (should be working now)
- Improved support for Intel HD 4000 (should be working now)
- Driver warning doesn't get obstructed by main window any more
- Added a x0.25 subsampling setting
- Added a --gl-debug option to client command line options to explicitly enable debug GL contexts
Server
- Added --version command to print server version
- Improved performance and data output of /status command
Misc
- Improved crash handler for windows builds to give more accurate information
- Improved log file naming so sorting by name also sorts by date
Fixes
"These were all user bug reports, so thank you very much for reporting these and helping us improve Avorion!"
- Fixed Xsotan attacking a sector again and again even if nothing ever happens, leading to massive amounts of ships in the sector
- Fixed a crash when turrets register wrongly at another non-craft object
- Fixed a few typos
- Fixed a crash in fake distress signal
- Fixed a crash when deleting root block and pressing undo
- Fixed a crash when client and server mods are out of sync (the mods still won't work though, but the game won't crash anymore but print an error)
- Fixed non-homing missiles of turrets with independent targeting
- Fixed an error where shaders would unnecessarily be printed to log on Intel
- Fixed a few cases where docking AI would get stuck
The new Patch is now live! We added some more tweaks, fixed some crashes and removed some quirks. Thanks to everybody who tested on the beta branch and gave valuable feedback!
Adjustments
- Fixed version that's printed out on server start
- Decreased gyro power requirements by 80%
- Increased inertia dampener power requirements by 66%
- Analysis of last 20 frames is printed out when profiling is enabled and /status command is used
- Tooltips of notification displayer aren't shown when mouse is invisible
- Current ship tab shows turrets without going over bounds
- Implemented a /leader command to promote another player to the leader of the group
- Generator adds gyros to generated ships
- Added a warning message for steam API init failure
- Added hints for reworked flight mechanics and new blocks
- Fixed a crash when trying to read relations between factions that are not the player on the client
Full Patchnotes
You can see the full patch notes of the patch in the previous announcement here: http://steamcommunity.com/games/445220/announcements/detail/240220455166387074 Have fun!
19/3/2017
Patch 0.11
Here are the patch notes for the current patch! The patch will go live on the beta branch until tomorrow, and if everything goes well, we'll set it live tomorrow.
Flight Mechanics Revisited
There have been a lot of adjustments to flight mechanics and the pancake thrusters mechanic/exploit has been removed, since it was never meant to be used the way people used it. Thrusters will now scale with volume. While cleaning up the (very old) code thruster stats calculations, I removed several artificial enhancements to thrusters and flight behaviour of the ships. For example, thrusters had several enhancements that ended up giving them 6 times the power that they should have. These enhancements have been removed, but in turn I buffed thruster strength so while it shouldn't cancel each other out, thruster strength hasn't just been reduced to 1/6 of your ship. There was a similar restriction to engines, which I removed, but in turn reduced the power of a single engine. So your ships should accelerate worse with less engines, but a lot better with more engines. However,
YOU WILL HAVE TO REDESIGN YOUR SHIPS.
In order to make up for the changed thruster mechanics, and since I think that thrusters were kind of an uber-strong block that does everything (which I'm not a fan of), I added a few new blocks: Directional Thrusters, Gyro Arrays and Inertia Dampeners. The old thruster block still exists. Directional Thrusters will work just like normal thrusters, but their power will be along a single (configurable) axis, so you have more and better control about the stats of your ship. Gyro Arrays will only affect the rotational speed of your ship. Their placement is not as important as with thrusters, since they apply torque directly to your ship. On the other hand, you don't have lever mechanics (like with thrusters) that will allow you to get better stats depending on the distance to the center of mass of the ship. They also scale with material strength, so you might want to upgrade them along the way to the center of the galaxy. Finally, Inertia Dampeners are a block that creates subspace friction and that has a very high energy consumption. Due to the special properties of Iron and Avorion, Inertia Dampeners can only be built out of these two materials, and they scale with material strength. Since they create subspace friction, they will reduce drifting and can brake your ship, but they won't be able to accelerate your ship. So your ship will feel different after this patch, but with the new blocks I'm giving you the tools to get the old flight feeling back. I tested a few community ships from the forums and found that the changes required to get the old feeling back were not that intrusive and could be made in a couple of minutes. In order to not let the newtonian-flight-crew feel left out, I split up gyros, inertia dampeners and thrusters into several subsystems and you can now disable the (energy-intensive) flight assist for a boost in available energy. So if you like the feeling of drifting through space, you're going to love this. And configurable pro- and retrograde markers.
Groups
In this patch I'll introduce groups. You'll be able to invite other players via the chat or a new menu entry when interacting with their ships (however, since this is done by a script, this will only work on new ships and drones). Players of the same group will be highlighted in the UI and on the map. Please keep in mind that this is not the Alliances update, we're currently working on that, but I found it important to release the current development progress since it has a few important changes.
Server Browser
Last big feature (but not least): I added a server browser and servers with the "listed" option enabled will be listed here. You can also configure passwords for your server if you want to play by yourselves.
Patchnotes
So here are the full patch notes for this patch. I've been typing these up from the last patch to the default branch, not the last patch to the beta branch, so you might see some features again in these patch notes.
Gameplay
- Flight mechanics have been revisited
- Improved the flight behaviour, especially related to ship inertia (your ships might drift more now)
- Removed artificial 6x power boost to thrusters
- Increased power of thrusters
- Rotational speed cap is now 4.0 rad/s (from 2.0 rad/s)
- Docks regenerate on stations as long as there are less than 2 docks
- Added a new repair mode
- Added a window that shows repair costs
- Repairs to blocks can be discarded from this window
- Repairs can be done block by block
- Client sided ships steer more precisely
- Mines buy a range of goods
- Energy systems can be toggled on and off one by one
- Players can now set a repair dock as their reconstruction site where they will respawn on death
- Added "neutral zones", sectors where no attacks will happen and where players can't deal damage to each other
- Ships are protected while changing sectors and while loading screen is visible on client (this can be disabled with a server setting)
- Added an AI command for salvaging
Groups
- Players can invite other players to groups
- Use /invite [player] to invite players to your group
- Use /join [player] to join a player's group
- Use /leave to leave a group
- Players can also interact with ships of another player to invite them (works only for new crafts and drones)
- Members of the same group are shown in the top left of the screen
- Members of the same group are highlighted on the map
- Members of the same group are highlighted in the sector
UI
- Resources are no longer shown during flight mode in favor of the group UI
- Resources are shown when interacting or in menus (basically whenever you might need to know exact numbers)
- Total and relative resources are shown when picking up resources and money
- Camera is reset to front-view when leaving building mode
- Ship tab shows missing blocks
- Mail window has a filter + combo box for players
- Improved calculations for ships being too big to fit through wormholes/gates
- Added display of center of mass in building mode
- Added preview for thruster holes in build mode
- Added pro- and retrograde markers
- Fixed and improved visuals of systems upgrade tab
- Loadingscreen tips are no longer bold so they have better readability
- Added tooltips stating what turret control systems actually do
- Added explanation to m/s in loading screen
- Added scrolling to F1 online players list
Graphics
- Implemented new visuals for thrusters
- Shields no longer obstruct particle effects like fog, shots, sparks etc.
- Reduced brightness of thruster flames
New Blocks:
- Directional Thruster
- Similar to thrusters, but their forces only work in one dimension
- Gyro Array
- Strength scales with material
- Gyros increase rotational speed of the ship in a specific direction
- Placement doesn't matter (in contrast to thrusters), except for how the center of mass of the ship is shifted by the mass of the gyro
- Inertia Dampeners
- Creates subspace friction that brakes your ship
- Only Iron and Avorion can provide the physical properties required to generate subspace friction
- Inertia Dampeners can only be built from Iron and Avorion
- High energy consumption
Balancing
- Thrusters now scale with volume, not surface
- Surface only affects the distribution of forces created by thrusters
- Large surface -> large portion of force in that direction
- Increased strength of thrusters
- Thrusters are about ~62% as strong as engines
- Rebalanced engines
- Removed artificial restrictions on engine scaling with volume
- Reduced power of engines
- Engines are now worse when you have few engine block volume, but better when you have more
- Military outposts buy electromagnetic charges
- Adjusted reputation loss when destroying crafts of an AI faction
- Loss for destroying fighters is 1500, down from 20000
- Loss for stations is 50000, up from 20000
- Relation loss for other non-ship objects are 5000
- Ships remain at 20000 reputation loss
- Reduced factory sale ratios from up to +-50% of good price to +-30%
- Factories no longer have abundant amounts of very valuable goods on creation
- Solar panel price depends on surface area as well now
Server Browser
- Added a server browser for steam servers
- Servers that have the "listed" property enabled will be listed in the browser
Server
- Added password protection for servers
- Implemented binding to IPs with steam networking enabled
- Several commands now work with player indices and steam IDs
- Affected commands: /ban /banip /unban /give /groups /kick /teleport
- Added a /playerinfo command that prints indices and other info about players (mods only)
- Added a /status command that will print some status and profiling infos about the server
- Added a /selfinfo command that will show a player administrational info about himself
- Administrators don't undergo whitelist, blacklist or password check when logging in
- Amount of generator threads are configurable via command line and server.ini
- Added the console input command handler for windows
- Implemented reconstruction of faction index from files on error
- Implemented pruning of bad ips from blacklist
- Implemented adding of IPs to steam network server clients
- Added some warning messages when potentially problematic server settings are detected
- Improved deletion of large wreckages
- Deletion disabled for generated station wreckages
- Deletion time of large and small wreckages is configurable
- Improved wreckage despawning behaviour
- Profiling of sectors on server can be enabled and disabled with a server setting (disabled by default)
Scripting API
- Implemented a sector.lua script that is always present and that can be used for sector-static initialization
- Tooltip of ui elements can be reset by passing nil as tooltip
- Respawn sector of players can be set and retrieved
- Player to player damage can be disabled for sectors
- Added a script command for sending chat messages on client
- Added server-sided chat commands that can be issued from scripts
Misc
- Client waits for server to start up in singleplayer
- Improved data writing and securing for less file corruption
- Removed some output from shader compiler when not needed
- Limited the amount of chat messages that can be sent per 5 seconds
Known Issues
"These issues will be resolved until tomorrow, when the patch will move over to the default branch for everybody."
- Ship generator not using gyros
- /leader command to make another player the leader of the group
- Scrolling of turrets in current ship tab
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks to you guys and keep it up!"
- Fixed a rare server stall when a player is written to file
- Fixed typos in german localization
- Fixed a server crash when loading corrupt data
- Fixed several typos in lots of places
- Fixed a crash in mouseover for UIListBox
- Sector changes have to be confirmed by the server before they're marked on the map
- Fixed thruster strafing being unaffected by energy efficiency
- Fixed Hyperspace Core processing power to normal
- [UBR] Key bindings no longer reset with each update
- [UBR] Fixed Steam achievements related to Steam stats not working on Windows
- [UBR] Fixed a few issues related to Windows UI scaling
- [UBR] Fixed smuggler mission targets being generated inside the ring
- [UBR] Fixed rename squad input window
- [UBR] Fixed a massive performance issue with miners when no more asteroids are present
- [UBR] Fixed scripting data not being saved on server shutdown
- [UBR] Fixed scrolling in cargo tab
- [UBR] Fixed scrolling in cargo transfer window
- [UBR] Fixed wormholes going into the ring
- [UBR] Fixed crash in trading overview
- [UBR] Bottan no longer jumps away only because relations are bad
- [UBR] Fixed building preview stats (especially brake stats) being buggy
- [UBR] Fixed an exploit related to chat
- [UBR] Fixed several server crashes when receiving garbage
- [UBR] Fixed a crash related to faulty deadlock detection on Windows
- [UBR] Fixed headquarters not showing up in sector overview
- [UBR] Fixed a crash in UITextBox when a new text was set and scrolling was too far right
- [UBR] Fixed swoks not attacking on one dialog option
- [UBR] Fixed allied ships attacking each other when escorting
- [UBR] Fixed an error where players would get recreated each time they log in
- [UBR] Fixed broken interaction with wormhole diverter and endboss
- [UBR] Fixed broken reach of factory-produced weapons (ScriptWeapons's reach modifier works as intended now)
- [UBR] Fixed rigid beam weapons not working on ships that have shields
- [UBR] Fixed black shields on low-end GPUs
- [UBR] Fixed performance issues on galaxy map
- [UBR] Fixed overflow in crew numbers
- [UBR] Fixed naming of newly founded stations
- [UBR] Fixed mission coordinates going out of bounds of map in several missions
- [UBR] Fixed gates crossing the barrier to the center
- [UBR] Fixed missing translation in tooltip of trading overview
- [UBR] Fixed boosting when engine is disabled
- [UBR] Fixed holo blocks getting destroyed by craft decay
- [UBR] Fixed an error/crash in convoi distress signal mission
Time for an update!
Please excuse the long radio silence, but there was a lot of stuff to take care of after the launch and the first fixes. Two weeks ago we went to GDC in San Francisco for a week, which is a once-a-year opportunity to meet other professionals from the games industry which I just couldn't let slip. It's one of the biggest game developer conferences in the world and I learned a lot from the talks and conversations with other devs. When we came back after this week at GDC we were busy moving into our office. Until then I had been developing the game from my personal home, which is not just unhealthy but also not as professional as I'd like to be. We got it done surprisingly quickly, it only took us a little more than a week, with internet, building all the new equipment like workstations, new build server(s), countless trips for buying furniture and all the other equipment we need for development.
Development Progress
During this time we couldn't work on Avorion sadly, but now that everything is in place in the new office we're back to work. We'll release a new update this week (first on the beta branch, then, after 1 or 2 days we'll push it to stable if it performs well). This is what we've been working on over the last month (minus the 2,5 weeks where we had to get the other stuff done). Some of it is already in the beta branch for testing.
- Groups. Players will be able to invite other players into a group, so they can see each other in the sector and on the map in real time.
- Server stability. We're working on improving the "Connection Closed" and "Server Unreachable" errors, especially on startup.
- Server improvements, steam server browser.
- Gyros, inertia dampeners, directional thrusters and flight mechanics. We're reworking the "pancake thrusters" since that's an exploit that should never have been a thing. More details on that in the final patch notes.
- Lots of QoL improvements that you've been suggesting, for example pro- and retrograde markers.
- Improved repairing of ships. You'll be able to repair ships block by block or discard any blocks that would need repairing.
- Lots of fixes for bugs and/or exploits reported by you, for example the black shields issue that has been hitting intel users hard. Thanks and keep it up!
Final Note
This is not the Alliance update! We're working on this one as well, but so far there aren't that many new features that you don't already know about. We're looking into a release on Alliances in about 4 weeks after the groups update I mentioned here. The reason why I haven't been posting more on the steam and official forum is simple: I've been busy running the company and working on the code. I know people get suspicious when Early Access devs stop giving life signs (and sometimes you should) but these kinds of updates and reading and replying on the forums cost me a lot of time, and I prefer spending my time on the game. I hope you understand. Also, we have cepheni, thedamngod and JECJoker (Shoutout to those guys!), who have been a great help and who have been and still are working closely with me. That's all for now, have fun!
The patch from the beta branch is now live on the main branch for everybody to play! You can also expect a hotfix for stations without docks and repairing of destroyed docks very soon, but these fixes didn't make it into this one. Patchnotes TLDR: Lots of small QoL changes, less crashing, less total war between factions, better multiplayer performance and a lot less disappearing ships, even when a crash happens.
Gameplay
- Wreckages from fights remain for up to 30 minutes instead of up to 2 hours
- Player and his new sector are immediately written to disk after a hyperspace jump
- Faction wars now require an aggressiveness of 0.9 or higher up from 0.75 or higher
- Now only 20% of all factions are at war with someone else, instead of 50%
- Faction battles appear less frequently
- Reduced frequency of distress calls and pirate attacks by an average of 20 minutes
- Reduced brightness of thruster flames
UI
- Overheating bars of weapons are closer together
- Improved display of volume and mass, both in building mode, ship and system tab
- Added tooltips for turrets when hovering over them in the building mode
Server
- Implemented /teleport command
- Teleports a player and his current ship into a new sector. There might be a delay if the sector doesn't exist yet and has to be created first.
- Old administrators no longer get cleared when --admin is added to command line arguments
- A console output is written when a player is killed by another player
- Added an option to disable immediate write of player data to save performance
- Server can recover lost ships in some cases
- Added a countdown and message to /stop command
Misc
- Removed some old debug output that looks like an error but isn't one
- Server stalls are now detected and written to log for easier debugging
- Added an explanation for singleplayer servers and what happens when you start singleplayer
Bugfixes
As usual, user bug reports are marked with [UBR]. Thanks for reporting everybody! Keep 'em coming!
- [UBR] Fixed a server crash when reading corrupted data
- [UBR] Fixed a crash when fighters want to return to a ship without hangars; This fixes most of the server crashes you've been getting during faction battles
- [UBR] Fixed a bug that continued spawning faction battles as long as a player hadn't chosen a side yet
- [UBR] Fixed building of blocks with negative sizes
- Faction battles no longer spawn when there are no players in the sector
- [UBR] Fixed a crash when too many lightning turrets were shooting at the same time or during low FPS
- Fixed disappearing speed flight particles
- [UBR] Fighters aim at the centers of blocks of objects, not the actual middle of the object
- [UBR] Fixed research station crashing when dragging an item from the result field in the ingredients field
- [UBR] Fixed heat bars going over their bounds when firing energy weapons with high energy consumption
- [UBR] Fixed shipyard forgetting orders
- [UBR] Fixed an exploit for gaining lots of money
- [UBR] Fixed ships flying away and crashing into asteroids/stations after changing sectors, which looks like you've spawned inside an asteroid
- [UBR] Fixed dialog window quickly accepting input when holding space bar
- [UBR] Fixed a crash in build mode when deleting blocks
- [UBR] Fixed a crash in build mode when the camera is inside a block
- [UBR] Fixed a glitch when starting fighters from hangars that look up or down instead of left/right/front/back
- [UBR] Fixed game settings being changed when loading an old save in the current branch
Hey everybody, we got a few improvements to the current beta branch patch, and we also added a few new features. So far everything is looking good, if it stays that way, the patch will go from beta to live soon. You can expect buffs to thrusters and thrusters to be dependent on volume soon, I've made some changes and it feels a lot better. Still testing, but the change will come soon. Until the fix for thrusters is here, I've reduced the brightness of the thruster flames for a start. Since there has been some confusion on how to get access to the beta patch: This is how you get access to the beta branch, at your own risk. You can get the current patch at your own risk in the "beta" branch of the game. Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch "beta".
Gameplay
- Reduced brightness of thruster flames
UI
- Overheating bars of weapons are closer together
- Improved display of volume and mass, both in building mode, ship and system tab
- Added tooltips for turrets when hovering over them in the building mode
Server
- Implemented /teleport command
- Teleports a player and his current ship into a new sector. There might be a delay if the sector doesn't exist yet and has to be created first.
- Old administrators no longer get cleared when --admin is added to command line arguments
Bugfixes
"Still working on improving stability, but there has been some great progress and the game should run a lot better now. UBR: User bug report."
- [UBR] Fixed a crash when too many lightning turrets were shooting at the same time or during low FPS
- Fixed disappearing speed flight particles
- [UBR] Fighters aim at the centers of blocks of objects, not the actual middle of the object
- [UBR] Fixed research station crashing when dragging an item from the result field in the ingredients field
- [UBR] Fixed heat bars going over their bounds when firing energy weapons with high energy consumption
- [UBR] Fixed shipyard forgetting orders
- [UBR] Fixed an exploit for gaining lots of money
- [UBR] Fixed ships flying away and crashing into asteroids/stations after changing sectors, which looks like you've spawned inside an asteroid
- [UBR] Fixed dialog window quickly accepting input when holding space bar
- [UBR] Fixed a crash in build mode when deleting blocks
- [UBR] Fixed a crash in build mode when the camera is inside a block
- [UBR] Fixed a glitch when starting fighters from hangars that look up or down instead of left/right/front/back
- [UBR] Fixed game settings being changed when loading an old save in the current branch
Hello everybody! The next patch is out, this time on the beta branch! We're still doing some more testing, and we want to make sure not to break any existing builds. We're also still focusing on stability over features now, but that will change soon once there will be less problems. You can get the current patch at your own risk in the "beta" branch of the game. Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch "beta". If all goes well in the beta branch, we'll roll out the patch very soon for everybody else. In this patch we fixed a lot more issues related to server crashes. While we haven't yet found all the crashes, we at least made sure that your progress is always saved immediately upon changing sectors. So, even if the game might still crash, but you won't lose your progress that easily any more. In singleplayer there should not be any real performance impairments, but for multiplayer this feature may cause performance issues since lots of data is written to disk regularly. Server administrators can disable this feature by using the command line argument "--immediate-writeout 0". A more performant version of this feature is in the making, but it was important to us to release the current version ASAP so you won't lose any more progress that easily. We thought long about how we're going to make this happen, and have come to the conclusion that this is the best choice. No patch version increase yet (revision only), since this update is fully compatible with the current server and client. Also, the public testing server will be back online soon. We've changed the hoster and for now it's EU only, but we'll add more servers for other regions over time. Remember: These servers are testing servers! Crashes and lags are to be expected since we're constantly profiling them, but if things go wrong we'll know what caused it and will be able to fix it very quickly.
Gameplay
"Less total war between factions, this should help with several performance issues as well."
- Wreckages from fights remain for up to 30 minutes instead of up to 2 hours
- Player and his new sector are immediately written to disk after a hyperspace jump
- Faction wars now require an aggressiveness of 0.9 or higher up from 0.75 or higher
- Now only 20% of all factions are at war with someone else, instead of 50%
- Faction battles appear less frequently
- Reduced frequency of distress calls and pirate attacks by an average of 20 minutes
Server
- A console output is written when a player is killed by another player
- Added an option to disable immediate write of player data to save performance
- Server can recover lost ships in some cases
- Added a countdown and message to /stop command
Misc
- Removed some old debug output that looks like an error but isn't one
- Server stalls are now detected and written to log for easier debugging
- Added an explanation for singleplayer servers and what happens when you start singleplayer
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks for reporting everybody! Keep 'em coming!"
- [UBR] Fixed a server crash when reading corrupted data
- [UBR] Fixed a crash when fighters want to return to a ship without hangars; This fixes most of the server crashes you've been getting during faction battles
- [UBR] Fixed a bug that continued spawning faction battles as long as a player hadn't chosen a side yet
- [UBR] Fixed building of blocks with negative sizes
- Faction battles no longer spawn when there are no players in the sector
Hello everybody! We found some more issues with the servers crashing and fixed them, especially a very frequent one that was related to fighters. I've set up three official multiplayer testing servers, one in New York, one in San Francisco and one in Amsterdam. We'll try to keep these servers more persistent than the last testing server, especially since a lot of the crashes appear when players have already played for a few hours. Right now our main concern with these servers is finding the source of these frustrating crashes, should there still be any, and fix them. Keep in mind that they're testing/debugging servers, so performance isn't the best and we thus have to limit the slots to 10 each. We'll see how things are going to develop with these servers, and if they're popular, I'll add some more servers or make them a little beefier so they can support more players. The main priority is to stress test and fix bugs, so I can't guarantee any long term support on those, but I'll keep them online for at least a few days. If everything goes well, I'm planning on rolling out more long-term oriented servers soon. All in all these testing servers will give us valuable information on how things go. We also rolled out a few fixes, here's the patch notes for these. No version change since they're not as big.
UI
- Servers are now either reachable or unreachable, no more yellow "Online".
- Added display of official servers in Join via IP window
Server
- Added a command line option '--max-logs X' for amount of log files to keep around
Bugfixes
- [UBR] Fixed servers being displayed as yellow even though they were offline
- [UBR] Fixed a server crash related to escorting ships changing sectors during fights
- [UBR] Fixed a server and client crash related to invalid targets when changing sectors
- [UBR] Fixed a server crash when fighters would acquire invalid targets
- [UBR] Fixed crashes when reading invalid/empty XML files
- [UBR] Fixed a few hangs in scripts
- [UBR] Fixed game server port not being assignable via command line
- Fixed pings sometimes being 0 falsely
28/1/2017
Patch 0.10.2
"In this patch we focused mainly on fixes and server stability, not on new features. You can expect new features further down the road."
Server
"Our public test server helped us gain some valuable insight into several server issues and we're confident that we fixed the worst of those."
- All server ports are now configurable via command line
- Improved server stability
- Added an option to enable/disable VAC authentication
- /players command prints the number of players and separates them with commas
- Added a /status command that prints out some information about the server's current status
- Server sectors are saved one by one now, this might take longer but will use up less memory
- Added a text field for passing additional arguments to dedicated server
- Renamed --name parameter to --galaxy-name and added a --server-name parameter (for later use in the server browser)
Balancing
"Integrity fields now work more the way they were intended to in the first place. And we made some QoL improvements, hyperspace blockers have a range of 20km now and you won't get shot down in your start sector when just starting out."
- Integrity field blocks only increase durability and no longer make blocks invincible. Blocks inside integrity fields can now take 10 times as much damage before they explode. This does NOT change the ship's overall HP or damage taken, it only makes the blocks harder to destroy.
- Hyperspace blockers now have a range of 20km
- Increased max distance to ships in order to trade with them to 200m (You don't have to be super close to other ships that longer)
- AI ships prefer attacking armed ships as long as you didn't attack them (Less getting shot down in start sector while building)
Scripting API
- Added stop(), save() and hasAdminPrivileges(player) functions to script server API
Misc
- Added more logging
- Some problematic characters are now forbidden in ship names
- Achievements are disabled in creative mode
- Removed "Previous Target" control binding option, previous target can be selected by holding Ctrl while pressing "Next Target"
- Hyperspace recharge bar turns red when blocked
- Added hints for bad brake thrust
- Added hints for hyperspace blocking
- Added some loading screen tips related to drift
- Updated "Buy Turrets" and "Buy Upgrades" to "Buy/Sell Turrets" etc.
Bugfixes
"Thanks to everybody for taking the time for reporting those issues, you guys are awesome! As usual, user bug report are marked with [UBR]."
- [UBR] Fixed several server stalling issues and crashes
- [UBR] Fixed MouseSteering being unselectable in controls
- [UBR] Fixed a bug in insurance where players were damaged by enemies but didn't get payouts
- [UBR] Fixed "invalid name" error in game settings window
- [UBR] Fixed an exploit that would allow building of insanely large blocks for free
- [UBR] "Apply Plan" now correctly applies the plan to the built craft, not the flown craft
- [UBR] Fixed ScriptConsole appearing whenever ' was pressed
- [UBR] Fixed blur shader failing to compile on low-end graphics devices
Known issues
"We know about these issues and we're working hard on fixing them, but they simply didn't make it into this patch."
- Several achievements don't unlock
- Slow allied ships
- Client crashes when loading a galaxy after previously working fine
- Impaired server performance for higher player counts
- Turrets twitching
- Auto turret orders s resetting on sector change
Planned Features
"Apart from fixing the above issues, we've got several other features planned for the immediate future, to give you an outlook on what's going to come next."
- Player Groups (see players from the same group on the map and in sectors)
- Safe Sectors where players can build, fly and log out in peace
- Compression of server data, both when sending (making loading screens shorter) and saving to disk
- Safety in loading screen
- A teleport command to move players to different sectors
- Flight vectors
- No-Flight-Support mode
- Regeneration of broken docks
- Console interface for windows dedicated servers
- Respawn sector changing
- Server browser
Hello everybody, We're glad to announce that Avorion has been released today! ːsteamhappyː http://store.steampowered.com/app/445220/ We have come a long way since the Kickstarter demo, and an even longer way since the Greenlight campaign. I want to thank everybody for sticking with us and supporting us so far, and we sincerely hope you enjoy playing Avorion. We'll be here for you and making sure everything goes well. Over the next few days we'll focus on fixing issues, should any arise, so don't hesitate to tell us, either in the Steam forums or the official Avorion forums. Have fun everybody!
Avorion
Boxelware
Boxelware
2020-03-09
Indie Simulation Singleplayer Multiplayer Coop
Game News Posts 295
🎹🖱️Keyboard + Mouse
Very Positive
(11751 reviews)
https://www.avorion.net/
https://store.steampowered.com/app/445220 
The Game includes VR Support
Avorion Linux Content [28.59 M]
Avorion - Black Market
Avorion - Into The Rift
Avorion - Behemoth Event Series
Several hundred years ago, a cataclysmic catastrophe nearly ripped your galaxy apart - an unsurmountable ring of torn hyperspace fabric appeared in the center of the galaxy, which normal hyperspace engines can’t overcome.
Since this event nobody has managed to get near the central regions of the galaxy. All you know is that this event also spawned multiple unsurmountable hyperspace rifts throughout the entire galaxy, and that a strange race of aliens, the Xsotan, has appeared in the center. It looks like these aliens have found a way to surpass the torn hyperspace fabric, but so far nobody has managed to establish contact with them.
There are also rumours about a strange new metal called ‘Avorion’, which has appeared in the center of the galaxy, around the same time as the Xsotan arrived. Apparently the aliens use this material to build their ships.
Start out as a nobody at the edge of the galaxy and work your way to the center of a galaxy that gets more dangerous, but also more rewarding the closer you get to its core. Avorion takes sandbox aspects from games like X or Freelancer, throws in co-op multiplayer and lets you build your own ships. It features ships made of freely scalable blocks that can be procedurally generated and that break into pieces where they're hit in space fights.
Combat
Equip your ship with chainguns, lasers and other weaponry to take on your enemies and enjoy the sight of completely destructible ships breaking at the exact points where you hit them. Defend your allies from pirates, hunt down enemies for coin or even participate in wars between entire factions. Build hangars and command squads of fighters in your battles or destroy enemy freighters to steal their cargo.Explore
Fly through beautiful nebulas and dense asteroid fields in search of hidden treasures and meet the many factions that populate and control their portion of the galaxy. Each faction has its own characteristics, such as peaceful, intelligent or aggressive, and has its own ship styles, meaning their ships and stations have a distinct look.Explore the galaxy at your own pace to find valuable goods in old ship wreckages, undiscovered asteroid fields rich of resources, unchartered asteroids which you can claim for yourself, or clues as to what happened during the event a few hundred years back.
Build Your Fleet
There are no limits to ship size or complexity besides your resources. You're not bound to the standard voxel style and while building an awesome ship in Avorion you won't get lost in lots and lots of micro-management. You can focus on building a great looking ship, without having too much trouble to make it work. But make sure you still keep an eye on your ship’s maneuverability or energy requirements. Adjust your ships perfectly to their operational purpose by building light and agile or heavily armored ships.Build specialized transport ships with lots of cargo space or heavily armored battleships with strong shields. Collect loot from defeated foes which you can use to upgrade your ship: New turrets, resources, trading goods or system upgrades. Install system upgrades that allow more weapons, ease asteroid mining or trading systems which detect trading routes over multiple sectors.
And why build only one ship? Hire captains to fly your ships for you, manage your crews, weapons, hangars and fighters and build your own fleet of space ships!
Trade
Extend your ship with a cargo bay, find profitable deals and haul over a hundred trading goods through the galaxy to make a profit and buy your way up the food chain: Build up a trading corporation and extend your influence in the galaxy by founding asteroid mines and factories that attract NPC traders who will buy and sell their goods at your establishments.Co-op Multiplayer
You don't have to fight the galaxy alone! Avorion features co-op multiplayer, so team up with your friends to build stations together and destroy pirates and enemy factions! Work together to extend your influence in the galaxy and build your own empire. Or, you know, blow them apart in large PvP battles. It's a sandbox, you can do whatever you want.In Avorion you choose your personal playstyle. Haul cargo, find profitable trading routes and found factories. Or maybe you're sick of being the good guy? Build your own battleship, equip it with powerful weaponry and blow away your enemies. Be the aggressor that starts wars with entire factions, raid freighters, smuggle illegal goods and scavenge old wreckages. Find your way to the center of a galaxy that gets more hostile, but also more rewarding the closer you get to its core.
- OS: Ubuntu 12.04 or higher
- Processor: Intel i5 @ 3.0 GHz or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia Geforce 550 or equivalent (full OpenGL 3.0 support required)Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Middle mouse button. mouse wheel required. No Internet connection required for Singleplayer.
- OS: Ubuntu 12.04 or higher
- Processor: Intel i7 @ 3.3 GHz or AMD equivalentMemory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: NVidia Geforce 1050 / Radeon RX 460Network: Broadband Internet connection
- Storage: 3 GB available spaceAdditional Notes: Middle mouse button. mouse wheel required. No Internet connection required for Singleplayer.
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