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Qui_Sum

Boxelware Team
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Everything posted by Qui_Sum

  1. Beta Branch Patch 0.30.1 - Bugfixes 0.30.1 Date: January 10th, 2020 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Bugfixes Fixed radio silence of stations and ships in the galaxy Scripting API: Fixed isAttackingSomething property being inverted [*]Fixed a crash when collecting loot [*][uBR] Added missing wormhole sound [*]Fixed an issue where match shape in build mode didn't work correctly
  2. Beta Branch Patch 0.30 - Missions, Bosses & Sound Date: December 12th, 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. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. New Missions and Bosses "In order to fill the galaxy with more life, we are introducing new bosses and missions. Some of the missions are available at bulletin boards, while others will appear naturally. The bosses need to be found and use unique strategies and techniques to protect themselves. We don't want to spoil too much so go and find them yourself!" Added two new missions to introduce the player to boarding and station founding Added three new missions to bulletin boards Missions at bulletin boards now depend on the station's type Added two new bosses that need special tactics to beat SFX Changes "We improved our sound engine to use effects and filters to create a more immersive sound experience." Implemented reverb effect and lowpass filter that increases with distance Sounds now use the inverse distance model instead of linear for a more natural falloff Sounds "We reworked many aspects of the game's sound. Some of the old sounds were a bit blunt and too direct. In this update we replaced those and also added lots of previously missing sounds in order to create a coherent atmosphere and to add more life to the game." Added impact sounds that not only depend on the surface (metal, stone, shield) but also on the damage type (physical, energy) Added new sounds for different types of destruction, like explosions, blocks breaking, rock being smashed Added distinct sounds for the different laser weapons like mining, salvaging, repair, point defense, etc. Implemented laser impact sizzle sound Added tractor beam sound effect Added new sounds for cannons, chainguns, anti-fighter guns and railguns Added dedicated sounds for metal-metal, metal-stone and stone-stone collisions Added new shot impact sounds depending on the surface and weapon type Collision and impact sounds are now attenuated when happening in quick succession to prevent unnatural stacking of sounds Added ambient sounds to stations, factories, mines, gates and wormholes Added various new UI sounds Added sound effects for entering and exiting hyperspace Sounds are now paused when the game is paused Volumes, effects and filter settings can be tuned via a 'data/sfx/volumes.ini' file Balancing Improved the shooting time and relative reload time of energy cooled weapons Scripting API Added new script 'missionbulletins.lua' which distributes bulletins to specific stations Added new class Shield to access a shield component Shields can now be made invincible Added passive patrol script where entities only fight after being attacked Added SoundSource class that supports playing, stopping and looping sounds Added EntityArrivalType to create[Entity/Object/Ship] functions Bugfixes "As always, bug fixes marked with [uBR] stem from bug reports we got from users. Thank you so much for helping and keep it up! :)" Fixed an issue with "Fleet Commands" mission [uBR] Fixed an issue where declarations of war without sender could happen [uBR] Fixed some issues with attacking behavior of AI Added missing translation for teleport command
  3. Beta Branch Update 0.29.2 0.29.2 Date: November 26th, 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. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Scripting API Added 'wasRepaired' flag to onBlocksAdded callback, in front of the variable argument list 'blockIndices' Bugfixes [uBR] Fixed an issue where transform, match block and shape shortcut keys could get stuck [uBR] Fixed an issue where block-by-block repairs were terminated after the first block Fixed a server hang related to multithreading Fixed an issue in trading overview Fixed an issue with spawning of head hunters while not in a ship Fixed an issue with stolen cargo warning while not in a ship
  4. Update 0.28.1 - Building UI 0.28.1 Date: November 19th, 2019 Building UI The building UI structure has remained mostly unchanged over the years, getting more complicated over time. Feedback from you and our experience at GamesCom, Dreamhack etc. confirms that it has a steep learning curve. To tackle this problem we went back to the drawing board. Almost every element of the UI has been reviewed with usability, discoverability and meaningful placement in mind. A lot of work has been put into improving the building UI and we hope you like it! We brought together what belongs together. All the tools are now listed on the left: Blocks, Turrets, Colors and so on. We implemented advanced features and convenience functions, e.g. transforming all selected blocks with one click. The stats on the right were tidied up as well. By default only the most importat stats are shown. Each category can be shown or hidden. The influence of crew and energy problems and installed Systems can now be configured. This means you can see the final stats of your massive ship before you have its complete crew on board. Performance Furthermore, the performance of building operations was greatly improved on both server and client. Scripting API Entity: Renamed getPlan() to getFullPlanCopy() to improve understanding of the function's performance impact Plan: Added getNumBlocks() function Bugfixes [uBR] Fixed an issue where players couldn't enter values to negotiate with factions when playing creative Fixed a crash when a player is inside a craft that's not his nor his alliance's [uBR] Fixed an issue where "Transform Block" wasn't applied when selecting a block Fixed a potential crash when selecting crafts in strategy mode Fixed various issues in tutorial missions For the a detailed overview 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
  5. Note: We rolled out a hotfix, fixing crashes in combat and, most importantly, a crash when deleting blocks or pressing Ctrl-Z after coloring a block.
  6. Building UI Rework 0.28 Date: November 6th, 2019 "The building UI structure has remained mostly unchanged over the years, getting more complicated over time. Feedback from you and our experience at GamesCom, Dreamhack etc. confirms that it has a steep learning curve. To tackle this problem we went back to the drawing board. Almost every element of the UI has been reviewed with usability, discoverability and meaningful placement in mind. A lot of work has been put into improving the building UI and we hope you like it. There might still be some rough edges. Please let us know what you think!" Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. The old Building Inventory has been broken up into separate specialized windows: Blocks Window "Being able to quickly find and select the desired block and material is extremely important. Also, for new players, discovering the button that opens this window should be easy." Added big "Blocks" button that shows the current block to the top left The window now always shows all the blocks Unavailable blocks in the current material are shaded Scrolling changes the material All available shape variations for the current block are shown below The blocks selection can be filtered Transform and Match functions can be toggled in the blocks window Implemented new advanced block functions: Select all blocks of the current type Transform all selected blocks Turrets Window Added big "Turrets" button below the "Blocks" button that shows the current turret Added "Mark Installed Turrets As Favorite" button to make them easier to find e.g. when they temporarily need to be removed from the ship Colors Window Added big "Colors" button below the "Turrets" button that shows the current color Implemented new advanced color functions: Select by color Apply color to selection. With these functions color schemes can be changed quickly Repair Window Block-by-block repairing can now be enabled by pressing the button in the top left of the repair window Saved Designs Window Templates have now moved to the "Saved Designs" window Designs can now be saved and loaded from the clipboard Added combobox to change the material of a design Added filter bar Workshop designs can be filtered by tag [*]Designs can now be renamed Stats "Most of the time, always seeing the FULL stats of your ships was both overwhelming and unnecessary. To improve this we added several options for you to configure. Influence of Crew and Energy problems can be toggled, as well as the influence of System Upgrades. This means you can see the stats of your craft in full glory, even if you don't have the full crew yet." Stats are now configurable Categories can be shown or hidden Only the most important stats are shown by default Improved colors to better differentiate between minor changes and potential problems Quick Selection "This is the thing at the bottom of the screen." The Quick Selection supports Blocks, Turrets and Designs It can be filled via Drag & Drop or by pressing a number when hovering a Block, Turret or Design The most common context-sensitive shortcuts are shown above the quick selection Additional UI Changes Grid Size and Scale Step can now be set via text boxes All View options are now combined in a small View Settings window Same goes for Mirroring options Performance "Your prayers have been heard. Building performance has been greatly improved on both server and client." Improved performance of the ship editor Greatly improved performance of multi-block operations (remove, add, colorize, change block type) Greatly improved performance of undo, redo and repair Greatly reduced the performance impact of all of those operations on the server [*]Decreased network traffic for fighters and general position updates Scripting API "Modders rejoice: We finally got around to adding a search function in the Scripting API docs!" Added a search function for the scripting docs Several building-related callbacks now support batch processing. The functions in question were renamed and now have variable arguments for the affected block indices Renamed onBlockAdded to onBlocksAdded Renamed onBlockRemove to onBlocksRemove Renamed onBlockRemoved to onBlocksRemoved onBlocksRemoved now transmits all the removed blocks, including their removed orphaned children, as opposed to onBlocksRemove, which only transmits the blocks chosen to be removed by the player [*]invokeFunction can now be called with script path or index [*]Fixed an issue where client sector's invokeServerFunction() was directed to the player, not the sector [*]Renamed runRemote[Entity,Faction,Sector]Code and invokeRemote[Entity,Faction,Sector]Function to run[...]Code and invoke[...]Function Improved documentation of these functions [*]invokeEntityFunction now optionally accepts a table instead of two arguments name and factionIndex [*]Added search function to documentation Bugfixes "Bugs marked with [uBR] are user bug reports. Thanks to everyone for reporting and keep it up!" [uBR] Fixed an issue where turrets could be selected even if they were obscured [uBR] Fixed some events starting even though game is paused Fixed an issue with remote sector calls crashing the server [uBR] Crew payment timer is only reset to 0 on payment or destruction, no longer on crew leave [uBR] Fixed upgrades sometimes being invisible in system upgrade overview [uBR] Fixed some issues with ship AI and docking to stations Fixed possible server hangs on login Fixed player events starting even though game is paused Fixed an issue where the ship builder's safe-mode permitted deletions even if they would remove additional blocks Fixed potential crash when boarding
  7. Update 0.26.1 - Diplomacy 0.26.1 Date: September 17th, 2019 Diplomacy Gameplay We've reworked the way faction relations work. In addition to the relation points, there are now 4 distinct states, that you can slip in and out of, and that majorly define how AI factions interact with you. For example, AI ships will no longer always start attacking on sight when relations are bad; you need to be at war with a faction for that to happen. We also reworked faction traits and how they impact gameplay. Neutral This is the initial state for all newly met factions on the map. You can interact normally with this faction's stations and ships, except for a few privileges, you must be allied. If your relations with a faction become too bad, that faction may declare war. In order for War to be declared from 'Neutral' you must commit an act of war (destroying, raiding, boarding a ship). War won't be declared for minor issues like smuggling. War No questions asked. Shots are fired. But you can negotiate a Ceasefire. Ceasefire A Ceasfire is similar to Neutral. Here you can show that you are really serious about improving your relations. But be careful: A single act of war is enough and you're back in a state of war. Ally You get access to the best equipment of your allies. You suffer only half the reputation loss for aggressive actions, but raiding and boarding an allied ship is considered an intentional act of war and ends the alliance on the spot. But who wants that? After all, you can now call on allies for support in battle. Gameplay Faction traits have been reworked and are now more effective. You can also pay tribute to factions to improve your relations. The relation status rating has been reduced from eight to five (Hostile, Bad, Neutral, Good, Excellent). And of course there are many more improvements and fixes. To get a list of all changes, check out the patch notes of the beta branch updates: https://steamcommunity.com/games/445220/announcements/detail/1600387340831534750 https://steamcommunity.com/games/445220/announcements/detail/1593633841026632932
  8. Date: September 10th, 2019 "We are back from GamesCom! It was really exhausting but 100% worth it! We had a blast showing our game to new players and meeting existing ones! Now though it is time to put the finishing touches on the Diplomacy Update." Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Factions now respond when negotiating via the Diplomacy UI Players can now stop being allied and declare war with other players via the Diplomacy UI Added button to Diplomacy UI to initiate player-to-player trades/relation negotiations Player-to-Player relations and relation status can now be negotiated via the Player Trade Window Players must agree on their new relations to conclude a trade Player-to-Player relations and status can now be worsened [*]Relations no longer worsen when shooting down a civil ship while the witnessing faction is at war with the civil ship faction [*]Transfer of crew, goods and fighters is now possible over distance with transporter block + upgrade [*]Improved escorting AI to no longer attack allies randomly [*]Faction battles are only spawned in sectors close to territory borders [*]Added strafing in alternative keyboard flying mode (F2), strafe with Ctrl+WASD Balancing Civil ships with bad relations can no longer be asked where their home sector is More missions now give relation improvements UI Added an icon telling the player about achievements being disabled with mods enabled Added highlighting of words in loading screen tips and encyclopedia for better legibility Added ship warning when transporting goods without a license Implemented sector overview in strategy mode which lists stations, ships and gates Scripting API Alliance callbacks are now available on client and server Added documentation for pitfalls of Alliance server callbacks [*]Added sendCallback() function to every class that is able to have callbacks registered from scripts Added sendCallback() convenience function to Faction that gets automatically delegated to players or alliances [*]Extended ListBox/ListBoxEx to support values assigned to rows [*]Implemented "onTurretDestroyed" entity callback [*]Added "tutorialActive" property to Hud [*]Added documentation of properties Bugfixes "We fixed quite a few bugs again. Thanks for reporting and keep it up, guys! UBR = User Bug Report." Fixed players being able to switch sector while being grounded [uBR] Fixed issues with mine founding and station duplication Fixed an issue where immediate deletion of scripts from entities on server could lead to invokeScript() messages landing on the wrong script [uBR] Derelict mines can now be rebuilt after boarding [uBR] Backslashes are corrected to forward slashes in script paths for improved consistency Script cache is now always cleared when starting a new game to avoid modders having to deal with cached scripts Fixed a crash when creating smuggler hideouts in the center because there are no smuggler representatives present Fixed non-player controlled AI ships no longer being able to buy/sell goods [uBR] Fixed an issue with translation strings [uBR] Fixed several script crashes Client's Galaxy():getControllingFaction() now correctly returns nil if no faction is found Fixed an issue where relations of bottans smugglers could be bad with smuggler outpost factions Fixed an issue where missions didn't give reputation for alliances Fixed an issue with rectangle selection in strategy mode Fixed relations notifications being displayed for 0 relation change Replaced old code with new, better code Fixed player cargo shuttles not being able to pick up cargo if "sell to others" was off Fixed last tooltip line not showing for energy suppressor satellite [uBR] For local sessions, force enabling mods works again
  9. Thank you for reporting this issue, it will be fixed in the next update :)
  10. Thank you! This will be fixed in the next release.
  11. Beta Branch Patch 0.23.2 Date: June 11th, 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. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Scripting API Added scriptPath() function that returns the path of the currently executed script Entity is now serializable function Sector::belongsToFaction() now accepts strings as entity id Added Sector::exists() function Added note to docs about double-registration of callbacks Bugfixes [uBR] Fixed turret beams and shots not being visible in some cases [uBR] PlayerId is now useable in scripts Fixed an issue where scraps of higher metals could be transported in freighters
  12. You can if you have two PCs. You don't need a dedicated server. Go to Multiplayer -> Host Game, and on another PC, if it is in the same network, click Join LAN.
  13. Go to Settings -> Graphics -> Super Sampling, select Subsampling
  14. Please try the most current version, the problem should have been fixed.
  15. Thank you for reporting! This will be fixed in the next update.
  16. Qui_Sum

    Building bug

    Hi SuperEpic3! That's awesome to hear! :) The issue with scrolling in the quick selection is fixed now. You can also find all the blocks in the building inventory window that opens when you click on the plus sign next to the quick selection.
  17. This is pretty much how out of sector updates are actually handled, turret positions and rotations are not taken into account. There must be some other problem, we will keep investigating.
  18. We have looked into out of sector mining and run some extended simulations. Aside from a discrepancy regarding the efficiency of mining fighters, which is now fixed, everything works as intended. We could not reproduce this problem. To those of you having issues: are you playing single or multiplayer? Especially in multiplayer it's possible that sectors are unloaded for performance reasons. In Singleplayer this limit is practically unreachable. We will be adding an indicator to sectors that are unloaded and thus not simulated for you to diagnose this.
  19. Hi Pino, this will be fixed in the next release.
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