Name | Avorion | ||
Developer | Boxelware | ||
Publisher | Boxelware | ||
Tags | |||
Release | 2020-03-09 | ||
Steam | 24,99€ 19,99£ 24,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  789  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  200,000 .. 500,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 3976 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 3976 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Avorion Linux Content [28.59 M] | ||
DLC | Avorion - Black Market Avorion - Into The Rift |
After performing well on the beta branch, patch 2.4.3 is now live on the default main branch.
[h2]Bugfixes[/h2]
More details about the AMD driver situation can be found in the previous Beta-Branch 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.
[h2]Bugfixes[/h2]
[h2]AMD situation[/h2] 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. [h3]Details[/h3] 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!
Hyper-jump into Savings: Avorion + All DLCs and Extra content are available now! https://store.steampowered.com/app/445220/Avorion/ |
Hello dear spacefarers, |
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.
[h2]Bugfixes[/h2]
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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.
Update 2.4.1 Highlights [h2]New World Bosses[/h2] 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. [h2]Escort AI[/h2] 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. [h2]Ship Management[/h2] 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. [h2]Performance & Bugfixes[/h2] 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 |
.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.
[h2]New World Bosses[/h2]"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."
[h2]Escort AI[/h2]"We've taken some steps to improve the escort AI behavior, especially when ships follow other ships through hyperspace."
[h2]Remote Ship Management[/h2]"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!"
[h2]Fleet Tab[/h2]"The fleet overview has received some important quality of life changes. You can now filter, search, or remote-manage ships easily."
[h2]Additional UI improvements[/h2]
[h2]Performance[/h2]
[h2]Multiplayer & Security[/h2]
[h2]Misc[/h2]
[h2]Bugfixes[/h2]
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[h2]Multiplayer & Security[/h2]
[h2]Bugfixes[/h2]
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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.
[h2]Remote Ship Management[/h2]
[h2]Fleet Tab[/h2]
[h2]Misc[/h2]
[h2]Bugfixes[/h2]
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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.
[h2]New World Bosses[/h2]"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."
[h2]Escort AI[/h2]"We've taken some steps to improve the escort AI behavior, especially when ships follow other ships through hyperspace."
[h2]Remote Ship Management[/h2]"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!"
[h2]Fleet Tab[/h2]"The fleet overview has received some important quality of life changes. You can now filter, search, or remote-manage ships easily."
[h2]Additional UI improvements[/h2]
[h2]Performance[/h2]
[h2]Multiplayer & Security[/h2]
[h2]Misc[/h2]
[h2]Bugfixes[/h2]
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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:
Additionally we have worked on many other bug fixes and quality of life improvements as well! 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/ |
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[h2]Simfest 2023 is happening and Avorion is part of it![/h2] |
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[h2]Performance[/h2]"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!"
[h2]Modding[/h2]
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Hello dear space farers, pirates, miners, explorers, and faction war wagers! |
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.
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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. |
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. |
[h2]Gameplay[/h2]
[h2]Steam Achievements & Mods[/h2]
[h2]Maintenance Command[/h2]
[h2]UI[/h2]
[h2]Into The Rift - Gameplay[/h2]
[h2]Into The Rift - UI[/h2]
[h2]Into The Rift - Modding[/h2]
[h2]Performance[/h2]
[h2]Bugfixes[/h2]
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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.
[h2]Steam Achievements & Mods[/h2]
[h2]Maintenance Command[/h2]
[h2]UI[/h2]
[h2]Into The Rift - Gameplay[/h2]
[h2]Into The Rift - UI[/h2]
[h2]Into The Rift - Modding[/h2]
[h2]Performance[/h2]
[h2]Bugfixes[/h2]
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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:
[h2]UI[/h2]
[h2]Bugfixes[/h2]
[h2]2022-09-08[/h2]
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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.
[h2]UI[/h2]
[h2]Bugfixes[/h2]
[h2]Update 2022-08-31[/h2]
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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).
[h2]Bugfixes[/h2]
[h2]Hotfixes 2022-08-09[/h2]"Hotfixes of the past weeks for completeness' sake."
[h2]Hotfixes 2022-08-05[/h2]"Hotfixes of the past weeks for completeness' sake."
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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.
[h2]Hotfixes 2022-08-09[/h2]"Hotfixes of the past week for completeness' sake."
[h2]Hotfixes 2022-08-05[/h2]"Hotfixes of the past week for completeness' sake."
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Hello, space farers and rifters!
The roadmap is an ever-changing work in progress, and things aren't necessarily carved in stone. You can also check it out on the Avorion Wiki here: https://avorion.fandom.com/wiki/Roadmap |
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[h2]Hotfixes 2022-08-05[/h2]
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[h2]DLC: Into The Rift[/h2]
[h2]Gameplay[/h2]
[h2]Visuals & SFX[/h2]
[h2]Ship Building[/h2]
[h2]Object Detector[/h2]"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!"
[h2]AI Factions[/h2]
[h2]UI[/h2]
[h2]Balancing[/h2]
[h2]Bugfixes[/h2]
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Hello 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.
[h2]Bugfixes[/h2]
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[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"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!"
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[h2]Gameplay[/h2]
[h2]Balancing[/h2]
[h2]UI[/h2]
[h2]Bugfixes[/h2]"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
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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.
[h2]Bugfixes[/h2]"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!"
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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.
[h2]Balancing[/h2]
[h2]UI[/h2]
[h2]Bugfixes[/h2]"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
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After performing well on the beta branch, patch 2.0.9 is now live on default, combined with the changes from 2.0.8!
[h2]Balancing[/h2]
[h2]Client[/h2]
[h2]UI[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"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! :)"
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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.
[h2]Balancing[/h2]
[h2]Client[/h2]
[h2]UI[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
As you might have noticed, we didn't set 2.0.8 live on the Default branch. This is because there were some small new issues with it. The fixes made it into this 2.0.9 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.
[h2]Client[/h2]
[h2]UI[/h2]
[h2]Bugfixes[/h2]"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! :)"
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After performing well on the beta branch, patch 2.0.7 is now live on default!
[h2]Balancing[/h2]"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."
[h2]UI[/h2]
[h2]Bugfixes[/h2]"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! :)"
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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.
[h2]Balancing[/h2]"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."
[h2]UI[/h2]
[h2]Bugfixes[/h2]"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! :)"
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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! |
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!
[h2]Balancing[/h2]"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."
[h2]UI Redesign[/h2]"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."
[h2]Auto-Targeting[/h2]"No more 50% penalty but full control over which turrets should fire independently!"
[h2]New Progression[/h2]"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!"
[h2]Crew Rework[/h2]"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%!"
[h2]Map Commands[/h2]"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!"
[h2]Captains[/h2]"We gave captains more character - and a class. And traits. And levels."
[h2]Fighter Rework[/h2]"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."
[h2]Autopilot[/h2]"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!"
[h2]Central/Outer Faction Area[/h2]"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."
[h2]Tutorial & Encyclopedia Improvements[/h2]"We brought the tutorial more up to date and made it easier for new players to start out in this complex game."
[h2]Player Profile[/h2]"You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!"
[h2]Hyperspace Improvements[/h2]"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!"
[h2]Smaller Changes[/h2]"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."
[h2]Bugfixes[/h2]"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."
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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.
[h2]Balancing[/h2]"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."
[h2]UI[/h2]
[h2]Bugfixes[/h2]"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! :)"
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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.
[h2]Balancing[/h2]"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."
[h2]UI[/h2]"Some more UI QoL improvements, enjoy!"
[h2]Bugfixes[/h2]"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! :)"
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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.
[h2]Balancing[/h2]"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."
[h2]UI[/h2]"We made some major improvements to the fighter UI and the galaxy map! Plus some more generall UI goodness."
[h2]Bugfixes[/h2]"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! :)"
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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.
[h2]Balancing[/h2]"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."
[h2]UI[/h2]"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!"
[h2]Misc[/h2]
[h2]Bugfixes[/h2]"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!"
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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.
[h2]Balancing[/h2]"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."
[h2]UI[/h2]"Clarity improvements and overall polish to the UI, enjoy!"
[h2]Bugfixes[/h2]"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! :)"
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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.
[h2]Fighters[/h2]"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."
[h2]General Balancing[/h2]"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."
[h2]Mining & Salvage Operation[/h2]"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."
[h2]Other Operations[/h2]"Some balancing adjustments for the other operations. Also fixed some bugs, which you'll find more down below in the Bugfixes section."
[h2]Galaxy Map[/h2]"We improved the general feel of sending your ships away - they shouldn't feel like they're completely gone."
[h2]UI[/h2]"Much clarity stuff, and some more quality of life. Using pre-2.0 builds should now be a lot easier."
[h2]Bugfixes[/h2]"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."
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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!
[h2]Balancing[/h2]"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."
[h2]UI Redesign[/h2]"We all know it was necessary, and things look so much better now! We hope you enjoy it just as much as we do!"
[h2]Auto-Targeting[/h2]"No more 50% penalty but full control over which turrets should fire independently!"
[h2]New Progression[/h2]"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!"
[h2]Crew Rework[/h2]"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%!"
[h2]Map Commands[/h2]"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!"
[h2]Captains[/h2]"We gave captains more character - and a class. And traits. And levels."
[h2]Fighter Rework[/h2]"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."
[h2]Autopilot[/h2]"Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it."
[h2]Central/Outer Faction Area[/h2]"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."
[h2]Tutorial & Encyclopedia Improvements[/h2]"We brought the tutorial more up to date and made it easier for new players to start out in this complex game."
[h2]Player Profile[/h2]"You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!"
[h2]Hyperspace Improvements[/h2]"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!"
[h2]Miscellaneous[/h2]"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."
[h2]Bugfixes[/h2]"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."
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Hello everyone! |
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Hello everyone!
[h3]Indirectly Implemented Suggestions:[/h3]
Unfortunately we can't take over all your ideas,since sometimes they do not match with our vision of Avorion. Nevertheless, we have added tons of smaller improvements, which would go beyond the limits of this post. We have implemented for example a workshop filter to select materials according to already learned material knowledge and improved the unbranding of stolen goods. In addition, the trading subsystems have been buffed so that low rarities are now more effective. It is definitely worthwhile to visit the forum from time to time, to suggest and vote, maybe next time your personal favorite will be on the list! https://forum.avorion.net/index.php?/forum/8-suggestions-idea-voting/ |
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Hello everyone!
[h3]IN WORK:[/h3]
[h3]STILL TO DO:[/h3]
[h2]Release Roadmap[/h2] 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! |
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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.
[h2]General[/h2]
[h2]Scripting API[/h2]
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[h2]Crew Improvements[/h2] |
[h2]Player Profile[/h2] |
We're introducing official French and Japanese localizations, and while we're already at it, fixing a few bugs.
[h2]General[/h2]
[h2]Bugs[/h2]"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!"
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Hello everyone!
[h3]IN WORK: [/h3]
[h3]TODO:[/h3]
We know youre all super stoked (we are, too!) for a release date, and we will announce the date once we know for sure that we can meet it. The update is set to release in Q2 2021 and our 5 people dev team is working hard to achieve that. The reality is that were still working from home (thanks Corona) and game development is a highly iterative and sometimes unpredictable process. In the past weve experienced that trying to meet deadlines by force leads to crunch, stress, exhaustion, and thus poor quality and bugs. We as a studio want to avoid all of the above for the 2.0 update (and also in general, duh) so this time well take a when its done approach. We want this update to be amazing and live up to the hype! Well continue sharing progress about the development over the next few weeks! See you then! |
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! |
[h2]Captains & Commands[/h2] |
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It's crazy how time flies! Its been a whole year already since Avorion left Early Access! |
[h2]Patch 1.3.7 is now live on branch default![/h2] |
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! |
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.
[h2]Misc[/h2]
[h2]Bugfixes[/h2]"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!"
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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.
[h2]Client[/h2]
[h2]Misc[/h2]
[h2]Bugfixes[/h2]"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!"
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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. |
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[h2]Gameplay[/h2]
[h2]Balancing[/h2]
[h2]Client & UI[/h2]
[h2]Scripting API[/h2]
[h2]Server[/h2]"We made some serious progress over the past 2 weeks on the server side, and now it's time to share it!"
[h2]Bugfixes[/h2]"As always, user bug reports are marked with [UBR]. Thanks for helping us improve the game and keep it up! :)"
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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.
[h2]Balancing[/h2]
[h2]Client & UI[/h2]
[h2]Server[/h2]"We made some serious progress over the past 2 weeks on the server side, and now it's time to share it!"
[h2]Bugfixes[/h2]"As always, user bug reports are marked with [UBR]. Thanks for helping us improve the game and keep it up! :)"
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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. |
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. |
[h2]Docking[/h2]"Docking's here! The feature is actually pretty straightforward. Slap a dock block on your ship and go have fun! :)"
[h2]Gameplay[/h2]"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."
[h2]AI[/h2]"We improved several aspects of the AI, like pathfinding, aim and salvage & mining AI."
[h2]Balancing Part I: General[/h2]
[h2]Balancing Part II: Shields[/h2]"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!"
[h2]Balancing Part III: Exploits, Shipyards & Reconstruction Site[/h2]"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!"
[h2]Strategy Mode[/h2]"We've massively tuned the Strategy Mode to make it a much more polished and easy-to-use feature. Enjoy!"
[h2]Building Mode[/h2]
[h2]UI[/h2]"More UI and QoL improvements."
[h2]Client[/h2]
[h2]Graphics[/h2]
[h2]Server[/h2]"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."
[h2]Scripting API[/h2]"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."
[h2]Misc[/h2]
[h2]Bugfixes[/h2]"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!"
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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.
[h2]Balancing[/h2]"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'."
[h2]Client & UI[/h2]
[h2]Bugfixes[/h2]
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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.
[h2]Balancing[/h2]
[h2]Client & UI[/h2]
[h2]Bugfixes[/h2]
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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.
[h2]Balancing[/h2]
[h2]DLC Content[/h2]"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."
[h2]UI[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"As always, bug reports marked with [UBR] are user bug reports. Thanks for taking the time to report stuff and keep it up!"
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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.
[h2]Docking Adjustments[/h2]"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 :("
[h2]Balancing[/h2]
[h2]Client[/h2]
[h2]UI[/h2]
[h2]Misc[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"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."
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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: |
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.
[h2]Gameplay[/h2]"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."
[h2]AI[/h2]"We improved several aspects of the AI, like pathfinding, aim and salvage & mining AI."
[h2]Balancing Part I: General[/h2]
[h2]Balancing Part II: Shields[/h2]"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!"
[h2]Balancing Part III: Exploits, Shipyards & Reconstruction Site[/h2]"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!"
[h2]Strategy Mode[/h2]"We've massively tuned the Strategy Mode to make it a much more polished and easy-to-use feature. Enjoy!"
[h2]UI[/h2]"More UI and QoL improvements."
[h2]Client[/h2]
[h2]Graphics[/h2]
[h2]Server[/h2]"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."
[h2]Scripting API[/h2]"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."
[h2]Misc[/h2]
[h2]Bugfixes[/h2]"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!"
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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'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.
[h2]Building Mode UI[/h2]
[h2]General UI[/h2]
[h2]Server[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"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!"
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[previewyoutube=Gpa9P1CHeMM;full][/previewyoutube] |
"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."
[h2]Building Mode UI[/h2]
[h2]General UI[/h2]
[h2]Server[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"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!"
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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!
[h2]1.1.3[/h2]"A small patch fixing some urgent issue while we're working on the bigger things." [h2]Server[/h2]
[h2]Scripting API[/h2]
[h2]Bugfixes[/h2]"As always, bug fixes with [UBR] are User Bug Reports. Thanks for helping improve Avorion and keep it up!"
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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.
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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.
[h2]Bugfixes[/h2]"As always, bug fixes with [UBR] are User Bug Reports. Thanks for helping improve Avorion and keep it up!"
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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!
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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.
[h2]Client[/h2]
[h2]Bugfixes[/h2]
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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.
Client
Scripting API
Bugfixes
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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.
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."
Galaxy Map"We completely reworked the UI for commanding ships over the galaxy map. Enjoy!"
Gameplay
UI
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."
Server"In order to make administrating a (community) server a little easier, we added logging about which resources are being exchanged between players."
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!"
Scripting API
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."
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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. |
This small update is the next step in bringing you our official servers. For more details please read our previous announcement.
Server
Bugfixes"Bug reports marked with [UBR] are user bug reports. Keep it up guys! :)"
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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. |
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.
UI
Client
Server
Misc
Scripting API
Bugfixes
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[h2]Release - whats next?[/h2] 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! |
[h2]Avorion 1.0 Now Available![/h2] 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! |
Graphics
UI
Misc
Bugfixes
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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.
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."
UI
Client
Scripting API:
Bugfixes
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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.
UI
Misc
Scripting API
Bugfixes
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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.
For more details, please check out the patchnotes for previous versions below. 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. [h2]Misc[/h2]"Just a quick patch to move things to the default branch since it's been performing really well on the beta branch!"
[h2]Bugfixes[/h2]"As always, [UBR] are User Bug Reports! Thanks for reporting and keep it up!"
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.
UI
Misc
Bugfixes
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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.
Balancing
UI
Graphics
Scripting API
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!"
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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.
UI"Almost only quality of life stuff and maybe something to do with bug fixing."
Client
Building Mode
Misc
Scripting API
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! :)"
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!" |
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[h2]Time for bug fixing![/h2]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! |
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.
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."
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."
Client"Polishing and debug output for upcoming bugfixes on the client. Nothing too special."
Scripting API
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!"
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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.
Balancing
Graphics
Client
Scripting API
Bugfixes
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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."
Balancing
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."
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."
Faction Packs"Ever wanted to play against the Star Wars Empire in Avorion? You now have the tools to do so."
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."
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."
Client
Server
Scripting API
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!"
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"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!"
Scripting API
Bugfixes"As always, bug reports marked with [UBR] are User Bug Reports! Thanks to everyone who reported those!"
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[h2]Damage Types & Enemy Variations[/h2]
Some weapons have those fixed, ie. Bolters: Antimatter, Plasma Cannons: Plasma (duh). Other weapons, like Chain Guns, have a chance of getting a specialized damage type. These damage mechanics were already in the game, but now we are explicitly highlighting them for better clarity. It also makes the code less obnoxious to work with. Ahem. What's new now, is that enemies can have special additional resistances and weaknesses against nearly all damage types. On top of that, we added some special, tougher enemies that have increased HP and damage. These new, tougher enemies will appear alongside normal enemies and can have 3 levels of toughness: Tough, Savage and Hardcore, each having more HP and dealing more damage than the previous. [h2]Hyperspace Changes[/h2] 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. [h2]New Enemy Spawn Behavior[/h2] 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! [h2]Special Offers[/h2] 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:
[h2]More Patchnotes - 0.31.1[/h2] [h3]Gameplay[/h3]
[h3]Hyperspace Rework[/h3]
[h3]Hyperspace Rework Rework[/h3]"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."
[h3]Balancing[/h3]"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."
[h3]Client[/h3]
[h3]Bugfixes[/h3]
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[previewyoutube=fNlBlZ_4FMo;full][/previewyoutube] |
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.
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.
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.
Special Offers Hey you, wanna see my new special offers?
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.
Scripting API
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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] |
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.
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Gameplay
Balancing
Memory Usage
Bugfixes
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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.
SFX Changes"We improved our sound engine to use effects and filters to create a more immersive sound experience."
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."
Balancing
Scripting API
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! :)"
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Economy: Supply And DemandWe 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.
Other ChangesThere 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.
UI
Bugfixes
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Avorion for Labor of Love Award |
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.
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."
UI
Bugfixes
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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.
Bugfixes
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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.
UI
Bugfixes
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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.
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!"
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."
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."
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!"
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)."
Sector Maps"This is a feature we have long wanted and it basically came for free with the reliable prediction of sectors. Enjoy!"
UI"Upgrades now stack, we removed the $ sign for the sign (because - redits), and made some smaller adjustments & improvements to the UI."
Scripting API
Server
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! :)"
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Bugfixes
For the a detailed discussion of the new interface and the full list of all changes, check out the patch notes of the beta branch update: https://steamcommunity.com/games/445220/announcements/detail/1598143152348481191 |
"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!"
Turrets Window
Colors Window
Repair Window
Saved Designs Window
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."
Quick Selection"This is the thing at the bottom of the screen."
Additional UI Changes
Performance"Your prayers have been heard. Building performance has been greatly improved on both server and client."
Scripting API"Modders rejoice: We finally got around to adding a search function in the Scripting API docs!"
Bugfixes"Bugs marked with [UBR] are user bug reports. Thanks to everyone for reporting and keep it up!"
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Bugfixes
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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.
Client
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."
Scripting API
Bugfixes "Bugs marked with [UBR] are user bug reports. Thanks to everyone for reporting and keep it up!"
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"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."
Balancing
UI
Scripting API
Bugfixes "We fixed quite a few bugs again. Thanks for reporting and keep it up, guys! UBR = User Bug Report."
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Diplomacy Gameplay
War "This is when they just shoot you, no discussion."
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."
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."
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."
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."
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."
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."
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."
Misc
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."
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."
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Hey guys,
We still want mods to be able to communicate with external tools, of course. In order to make up for the lost functionality, we'll be adding a socket library in the near future. |
Today's Deal: Save 40% on Avorion!* |
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We're adding the possibility to compare upgrades, some Quality of Life and balancing updates and also a few crash fixes.
Balancing
Bugfixes
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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.
Misc
Bugfixes
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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.
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!"
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!"
Client "Lots of QoL features, and most importantly: Compare Turrets by pressing E!"
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."
Bugfixes "As usual, bug reports marked with [UBR] are user bug reports. Thanks to everyone who keeps reporting those, and keep it up!"
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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.
Balancing
Client
Scripting API
Bugfixes "As always, bug reports marked with [UBR] are user bug reports! Thanks for reporting and keep it up!"
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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.
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!"
War Zones "Destroying freighters now has an impact on the economy of a sector."
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."
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."
Gameplay
Balancing
Scripting API
Client
Bugfixes "As always, bug reports marked with [UBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
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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.
UI
Bugfixes
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Hey guys, |
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.
Server
Scripting API
Bugfixes
Known Issues
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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.
Bugfixes
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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.
Bugfixes
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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.
Creating Mods "Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:"
Using Mods on Dedicated Servers
Client
Server
Misc
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."
Gameplay
Bugfixes
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."
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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 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.
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."
Balancing "We're adding some more changes that are supposed to make starting out in Avorion a little easier."
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"
UI "Some cleaning up of the UI."
Scripting API
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!"
Bugfixes "Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
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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.
Bugfixes
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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.
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."
Scripting API
Bugfixes
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Hey everyone!
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."
Balancing "We're adding some more changes that are supposed to make starting out in Avorion a little easier."
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"
UI "Some cleaning up of the UI."
Scripting API
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!"
Bugfixes "Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
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!"
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Hey guys, |
Hey, guys! |
Hey everyone! |
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.
Misc
Scripting API
Bugfixes
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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.
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."
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."
UI
Scripting API
Bugfixes
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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.
UI
Bugfixes
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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.
Balancing
UI
Bugfixes
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.
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!"
Gameplay Changes "There have been some other gameplay updates, which are not directly related to mining."
Balancing "There have been some other balancing updates, which are not directly related to mining."
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!"
UI
Misc
Client
Server
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."
Bugfixes "As always, bug reports marked with [UBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
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"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."
UI
Bugfixes
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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. |
To get the rolled-back version, please restart Steam. |
EDIT: THE UPDATE HAS BEEN ROLLED BACK
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."
UI
Bugfixes
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This time the patchnotes aren't long, but all the more important!
Bugfixes
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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.
UI
Scripting API
Bugfixes
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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.
Bugfixes
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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.
UI
Scripting API
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."
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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. |
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.
UI
Scripting API
Bugfixes "As usual, bugfixes marked with [UBR] have been brought to our attention by the community. Thanks everybody for contributing and keep it up! :)"
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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.
Old Bugfixes "These have already been released last week, they're only mentioned here for the sake of completeness."
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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.
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."
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."
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."
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."
Balancing
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."
UI
Misc
Bugfixes "Fixes marked with [UBR] were brought to us by the community. Thank you very much and keep up the good work!"
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."
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Hey everybody! |
Upcoming Changes to AI |
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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.
UI
Scripting API
Misc
Bugfixes
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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.
Balancing
Xsotan Artifacts "We reworked the Xsotan artifacts to give them a more meaningful way of how they work."
UI
Scripting API
Bugfixes "Bugfixes marked with [UBR] are bug reports that we received from users. Thanks for reporting everyone and keep up the good work!"
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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.
UI
Misc
Scripting API
Bugfixes "As usual, User Bug Reports are marked with [UBR]! Thanks to the community for reporting and keep it up!"
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Hi everyone, |
Release moved to Q2 2019 |
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.
UI
Bugfixes
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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.
Strategy Mode "Made the strategy mode a little more user-friendly, and making it a little more RTS-like."
UI
Scripting API
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."
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!"
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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.
Using Turret Designs
Coaxial Guns "We've still got some fine tuning to do with these, so please give us feedback!"
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."
Workshop "Several adjustments to the workshop, especially considering the uploading of turret desings and ships including turret designs."
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."
Client & Graphics
UI
Scripting API
Misc
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!"
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Today the new look for our official Avorion Forum goes live! Check it out here |
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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.
Balancing
UI "Most importantly: UI Scaling and a back-button for station interaction windows."
Server Browser "We've updated the server browser to allow favorites, a search function and a history."
Scripting API
Misc
Server
Bugfixes "As usual, [UBR] marked fixes are User Bug Reports. Thanks for reporting and keep it up!"
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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.
Scripting API
Misc
Bugfixes
More bugfixes can be found in the hotfix log: https://steamcommunity.com/app/445220/discussions/0/3211505894140606500/ |
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.
Balancing
UI "Most importantly: UI Scaling and a back-button for station interaction windows."
Server Browser "We've updated the server browser to allow favorites, a search function and a history."
Scripting API
Misc
Server
Bugfixes "As usual, [UBR] marked fixes are User Bug Reports. Thanks for reporting and keep it up!"
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Hey everybody, |
Balancing
UI
Misc
Bugfixes
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In this patch we've fixed an issue with torpedoes that has been affecting several players: Tunneling.
UI
Bugfixes
Edit: Before it gets lost in the comments: I'm working on a fix & default branch has been reverted to the previous 0.16.5 patch. In order to get it you should restart Steam. Truly sorry for the inconvenience! Edit 2: After testing extensively on the beta branch, the new build for this patch seems to be very stable and we've now set it online. |
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.
Balancing
Bugfixes
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And those are only the big ones! You should definitely check out the full patchnotes more all the glorious details: http://steamcommunity.com/games/445220/announcements/detail/1657761941147309053 Have fun! |
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.
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!"
Anti-Fighter Cannon (AFC) "Specialized to fighters, especially in close-range combat."
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."
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!"
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."
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."
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."
Server
Client & UI
Misc
Scripting API "We're taking the first steps towards a more modular modding API and dynamic mod loading."
Bugfixes "As usual, user bug reports are marked with [UBR]. Thank you everybody for reporting and keep it up!"
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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.
UI
Scripting API
Bugfixes
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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.
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."
UI
Scripting API
Bugfixes "As usual, bugfixes marked with [UBR] are user bug reports. Thank you everybody for reporting and keep it up!"
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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.
Graphics "Improved visuals to better display torpedoes, so you know where they come or came from and what exactly hit you."
UI "Mostly convenience things, and we also added a way to change the ingame difficulty without you having to edit .ini files."
Misc
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!"
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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.
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."
Scripting API
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."
Bugfixes "User bug reports are, as always, marked with [UBR]. Thank you everybody who helped and reported, keep it up!"
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PLEASE NOTE: THESE CHANGES ARE EXPERIMENTAL, WILL HAVE TO BE TESTED AND WILL UNDERGO CHANGES.
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!"
Anti-Fighter Cannon (AFC) "Specialized to fighters, especially in close-range combat."
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."
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!"
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."
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."
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."
Server
Client & UI
Misc
Scripting API "We're taking the first steps towards a more modular modding API and dynamic mod loading."
Bugfixes "As usual, user bug reports are marked with [UBR]. Thank you everybody for reporting and keep it up!"
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Hey everybody, |
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.
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."
Scripting API
Misc
Bugfixes "As usual, bugfixes marked with UBR are user reported bug fixes. Thanks everybody for reporting!"
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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.
So with this patch we're reverting the damage changes to salvaging lasers, making captain controlled ships and salvage fighters viable again. We still stand by our change to the resource yield for common blocks, since those rates were just over the top. Balancing
Bugfixes
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Alright, so let's talk about salvaging.
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."
Bugfixes
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The economy update is here! In this patch, we've reworked factories, stations and a lot of things that have to do with economy.
Economy "In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
Station Building
Balancing
Graphics
UI "We've reworked the way the chat window works, apart from that, you'll mostly see quality of life changes in this section."
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."
Performance Tuning
Server
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."
Misc
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."
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."
Bugfixes "As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
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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.
Bugfixes
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Fixed an experimental crew calculation change that snuck into the update.
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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.
Bugfixes "Bug reports by users are, as always, marked with [UBR]. Thanks for helping us improve the game, everybody!"
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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.
Graphics
Bugfixes
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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.
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Hey guys,
Balancing
Graphics
Performance Tuning
UI
Server
Scripting API
Bugfixes "As usual, we mark bug reports by users with [UBR]. Thanks again for all the help and reporting, and keep 'em coming!"
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Hey guys, |
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.
Economy "In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
Station Building
UI
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."
Server
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."
Misc
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."
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."
Bugfixes "As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
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."
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Hey everybody, |
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, |
Gameplay
UI
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."
Bugfixes "As usual, bug fixes for reports by users are marked with [UBR]. Thanks guys and keep it up!"
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The full patch notes are as follows: Fighter Rework
Fighter Factory
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!"
Gameplay
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."
Client
UI
Server "These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."
ScriptAPI
Bugfixes "Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
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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.
Balancing
Client
Server
UI
ScriptAPI
Bugfixes "Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
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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.
ScriptAPI
Bugfixes "Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
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This update is now available on the beta branch!
"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."
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
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We improved some of the graphics and fixed a few minor issues [Beta Branch].
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The patch is now available on the beta branch!
"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."
"These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."
"As usual, bug reports that were submitted by users are marked with [UBR]. Thank you for reporting and keep it up, everyone!"
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Hey everyone, |
Game
"As usual, user bug reports are marked with [UBR]. Thank you guys and keep it up!"
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Hotfix 0.13.0
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Patch 0.13.0
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.
"As usual, user bug reports are marked with [UBR]. Thanks everybody, keep it up!"
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Hey guys, we've been working on several server improvements concerning multithreading! This post will get a little technical again, so brace yourselves! |
Hey guys, |
Dear Avorion players, |
The Alliances update is now officially live! We've worked hard on this update and we hope you'll enjoy it.
Full Patchnotes You can check out the full patchnotes here: http://steamcommunity.com/games/445220/announcements/detail/2496534623697949024 |
Hey guys,
"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."
"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."
"Most important changes here: Better performance on the server (memory and runtime) and improved savegame security."
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping with the game!"
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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.
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Note: There was an issue preventing hyperspace calculations from finishing. This issue has been resolved and a hotfix is now live.
"As always, user bug reports are marked with [UBR]. Thanks again to everybody reporting bugs and helping us improve the game!"
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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!
"As always, user bug reports are marked with [UBR]. Thanks again to everybody reporting bugs and helping us improve the game!"
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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.
"As usual, user bug reports are marked with [UBR]. Thanks guys!"
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Bugfixes
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UI
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First Beta patch for the alliances is out, we've mostly fixed errors. Big thanks to everybody who's been busy reporting!
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping us improving the game!"
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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. |
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. |
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.
"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."
"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."
"Most important changes here: Better performance on the server (memory and runtime) and improved savegame security."
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping with the game!"
"Some things that still need fixing, that didn't make it into the update. They will be fixed during next week."
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Time for another update!
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.
We've profiled this change and so far it's been looking very promising. Script memory consumption has been more than halved and it looks like we might even be able to reduce it to 20% of its previous amount, which is actually crazy good. We only adjusted the major scripts and we already got the memory consumption down from 130MB to ~40MB for four loaded sectors. We'll be on the lookout for more of these optimizations, but that's what we've got so far. Another great feature of the new system is that you can now easily access other scripts in the same entity - provided that they're loaded in the same VM (which they should be, by default): Just check and access the namespace of that script. With these changes we also paved the way for improved modding support where you won't have to merge files manually or with tools but should be able to just copy them into, let's say, a specific folder and they'll work. 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 |
Hey everybody, |
Hey everybody, |
Hey everybody!
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. |
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.
"These were all user bug reports, so thank you very much for reporting these and helping us improve Avorion!"
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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!
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
"These issues will be resolved until tomorrow, when the patch will move over to the default branch for everybody."
"As usual, user bug reports are marked with [UBR]. Thanks to you guys and keep it up!"
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Time for an update!
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!
UI
Server
Misc
As usual, user bug reports are marked with [UBR]. Thanks for reporting everybody! Keep 'em coming!
Have fun everybody! |
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.
"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."
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Hello everybody!
"As usual, user bug reports are marked with [UBR]. Thanks for reporting everybody! Keep 'em coming!"
Have fun everybody! |
Hello everybody!
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28/1/2017 Patch 0.10.2
"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."
"Thanks to everybody for taking the time for reporting those issues, you guys are awesome! As usual, user bug report are marked with [UBR]."
"We know about these issues and we're working hard on fixing them, but they simply didn't make it into this patch."
"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."
For the not-so-immediate future we have our next big update planned: The Alliances update! This will, in addition to groups, allow players to form an alliance, that counts as its own faction and that has its own resources and ships. Alliances will basically be what guilds or clans are in other games. We're also planning to host official servers for you to play on, so you can look forward to that as well! |
Hello everybody, |