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koonschi

Boxelware Team
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Everything posted by koonschi

  1. Patch 0.16.3 Date: March 14th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "Random dialogs popping up were quite the nuisance, we've improved this behavoir and added a hailing system where players can decide to answer calls or just reject them - with consequences though." Added a hailing system where players can decide to accept a dialog or not Adventurer hails instead of popping up a dialog Anti-Smuggle ships start hailing before popping up a dialog Added Point Defense Lasers Point Defense Lasers behave similar to Point Defense Chainguns but are more accurate Point Defense Lasers only turn up closer to the galaxy core [*]Improved turret AI to better aim at torpedoes Balancing "We've done some polishing on persecutors to no longer have them attack immediately and we've also given them some dialog. We still want them to be somewhat of a nuisance though, but you can get rid of them more easily now." Improved behavior of persecutors Persecutors now hail the player, with a timeout for not answering Persecutors can no longer jump immediately after a player Persecutors lose interest after 4 jumps of following the player Persecutors no longer attack immediately, but try to get some protection money from the player [*]Reduced artificial jump calculation time by 50% Note: Jump calculation time masks sector generation time - So it's very possible that on busy servers your calculation time may still be high. [*]Mining lasers and salvaging lasers no longer take up more than 3 slots UI Group sector switching hint is now displayed before all other sector switching hints to be more clear Scripting API Added script callbacks for torpedo launcher events Bugfixes "As usual, bugfixes marked with [uBR] are user bug reports. Thank you everybody for reporting and keep it up!" [uBR] Fixed a crash when resolving intersections between entities [uBR] Fixed an issue that led to hangars and torpedo launchers not being restored after server crashes [uBR] Fixed an issue where Xsotan wouldn't turn aggressive when firing torpedoes [uBR] Fixed an issue that, among other things, led to mining lasers no longer working and being counted as armed weapons This will sadly not fix currently skewed weapons, that's simply not possible. Sorry guys :( [*][uBR] Fixed an issue where torpedoes could deal damage to ships in pvp-damage-free zones
  2. Thanks for the report, but we'd need your client logs from after the crash in order to fix that, so we know the exact cause of the crash.
  3. I looked at your logs and it looks like your machine is simply not able to handle all the updates of all the sectors you have stations in. If this problem is gone when you're starting a new game, then that's the cause.
  4. Can you enable profiling and do /status on the server? Please post or send me the printed out files, that would be a great help.
  5. We're using our own engine and we don't encrypt anything, not saves, not resources, nothing. We do use compression for sector and player files though, it's z lib compression with an offset before the actual data for portability between versions. When we release the modding update I'll add more specific info to how the save files are stored.
  6. Thanks for reporting! This should be fixed very soon.
  7. This seems like your server is having trouble keeping up. Can you enable profiling in your server.ini and then type /status into your chat window? The server will print out some information into files which you could then post here, so we can find out what's going wrong. Edit: Also: Server Logs!
  8. Patch 0.16.2 Date: March 1st, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Balancing "We had a few issues with PDCs being way stronger during the early game than intended, so we changed their damage type to the same as anti-fighter cannons, leaving their specialty of destroying torpedoes and fighters intact, but reducing the damage to everything else." PDCs now deal fragment damage, ie. more damage to torpedoes + fighters, less damage to other things This only affects new PDCs Damage to torpedoes and fighters remains the same Damage to other things is decreased to 10% [*]Persecutors no longer spawn in sectors with alliance or player ships that wouldn't trigger the spawn by themselves [*]Scaled down damage of used turrets in fighter factory based on their slots Graphics "Improved visuals to better display torpedoes, so you know where they come or came from and what exactly hit you." Added a torpedo engine tail Tail has the same color as the warhead to show which torpedo is coming UI "Mostly convenience things, and we also added a way to change the ingame difficulty without you having to edit .ini files." Turrets no longer lose their favorite or trash marker when built onto a ship Added a combo box for the ingame game menu to change difficulty Only in singleplayer or when you have the correct permissions on the server [*]Added borders to dropdown menus of UIComboBox [*]Added a pause key Misc Added more debug info on exception in workpool thread Server Added a /difficulty command to change the difficulty of the server Bugfixes "As always, user bug reports are marked with [uBR]. Thanks guys for reporting and helping us make the game better! Keep it up!" [uBR] Fixed an issue that caused one-way gates [uBR] Fixed an issue where the order of stations in the station founder gui wasn't stable Fixed an error in german translation Fixed several client-sided crashes [uBR] Fixed an issue where wreckages in a stationwreckage sector had an active deletion timer [uBR] Fixed an issue where travelling merchants had the civil-ship icon instead of their specific trading one [uBR] Fixed an issue where bonus stats in a turret factory would change when transferring it to the alliance
  9. Registration works just fine, your issue must be something else. If you press F3 you can see the id of the wreckage when you select it in the bottom right info box. I tried it out and the id of the wreckage is c3681435-a115-43d4-b96c-8f5eaa39ca89 When you run the command /run for _, w in pairs({Sector():getEntitiesByType(EntityType.Wreckage)}) do; print(w.id.string); end Then it prints out this entity as well, so registration works just fine (btw: if it didn't you wouldn't even see the entity and it wouldn't be destructible etc). What do you mean with "an appropriate amount of Avorion" anyways? How did you read out the amount of Avorion?
  10. Patch 0.16.1 Date: February 21st, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "We realized that you might also want to manage your alliance ships and stations, so now you can switch sectors to those as well. Being shot down and sent all the way back while playing coop was also a real bummer, especially when your group members survived, so we added a way to continue playing together even if one of you gets destroyed." Players can now switch sectors to alliance ships Players can now switch sectors to sectors with their *online* group members Balancing "Persecutors are really harsh for new players and were designed with experienced players in mind, from whom the feedback has been very good so far. However, they can be very punishing without any announcement, so we tuned them down a little for the 'Easy' and 'Normal' difficulties. They behave the exact same way as they did before for 'Veteran'+ difficulties." AI torpedoes are slower on lower difficulties Reduced one-shot potential of AI torpedoes against player & alliance ships on "Normal" & lower difficulties Persecutors spawn less often on "Easy" and "Normal" difficulty Persecutors spawn more further inwards to the core on "Easy" and "Normal" difficulty Persecutors don't follow players on "Easy" difficulty Adjusted balancing of loot-range boosters Lower energy, better scaling with rarity, lower price per range [*]Changed name of loot-range boosters to something a little more immersive Scripting API GameSettings class is now available on both client and server Difficulty enum is now available on both client and server Misc "We've been getting reports about crashes, so in order to ease future bughunts we've added a lot more thread-related debug output." Added more debug logging output Threads print out what they were last doing on crash and where (sector) Threads print out when they're started and stopped [*]Chat window now prints messages to the console Bugfixes "User bug reports are, as always, marked with [uBR]. Thank you everybody who helped and reported, keep it up!" [uBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!) [uBR] Fixed non-existing ship styles at alliance shipyards Note: This only affects new alliances [*][uBR] Fixed an issue where damage of enemies could become infinity [*]Torpedoes no longer have shield penetration when they detonate due to a miss
  11. Thanks for reporting! This looks like there's something weird going on in the reading of tables from lua. Should be fixed soon!
  12. I'm having trouble reproducing this behavior, did you find a reliable way to provoke this? Can you tell me how?
  13. Patch 0.16.0 Date: February 15th, 2018 PLEASE NOTE: THESE CHANGES ARE EXPERIMENTAL, WILL HAVE TO BE TESTED AND WILL UNDERGO CHANGES. Please report concerns and issues so we can address them. Now that this is out of the way, here are the patchnotes for the combat update: Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. Apart from that, we added more content, more polish." Added a "Switch to Sector" command that lets a player switch to a ship of his on the map Increased refresh rate (and thus accuracy) of turrets Added a "Defensive" mode for independent targeting turrets Turrets in "Defensive" mode prefer torpedoes and fighters over other ships The current ship stays where it is, only the player moves [*]Added a Search and Rescue mission event [*]Added a bulletin board mission to explore a sector [*]Added an upgrade that increases pickup range of loot [*]Stations now have upgrade slots [*]Ships of disbanded alliances can now be claimed by everybody [*]Turret and system upgrade loot now only despawn when there is no player in the sector [*]Fighters whose mothership got destroyed can now be commanded by all ships of the same faction [*]Implemented passing of time for resource depots when they are loaded from disk [*]Implemented passing of time for shipyards when they are loaded from disk [*]Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly Point Defense Chaingun (PDC) "Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!" Added Point Defense Chainguns as a new weapon Extremely fast turning speed Very high fire rate Non-scaling damage with tech level Medium range Always independent targeting Anti-Fighter Cannon (AFC) "Specialized to fighters, especially in close-range combat." Added Anti-Fighter Cannons as a new weapon Very fast turning speed Shoots projectiles that explode near the target and deal AOE damage Lower reach than normal weapons Deals fragment damage that's more effective vs. fighters and torpedoes Always independent targeting Torpedoes "This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here." Added Torpedoes Torpedoes are always-seeking one-shot weapons that deal massive damage Torpedoes must be bought at an Equipment Dock (looting them is planned) Torpedoes are made up of a body and warhead Torpedo body determines flight properties Torpedo warhead determines damage, shield penetration and the like [*]Added a torpedo launcher block that launches torpedoes [*]Added a torpedo storage block for storing torpedoes [*]Each torpedo launcher block adds a new torpedo shaft to your ship [*]Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets Material of torpedo shafts determines how many torpedoes it can hold Torpedo shafts have to be assigned to a weapon group in order to work! [*]If a torpedo barely misses its target, it will still explode and deal half damage Turret Scaling "Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!" Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots 2 slot turret: 2x damage, 115% reach 3 slot turret: 3x damage, 130% reach 4 slot turret: 4x damage, 145% reach etc. [*]Maximum scaling depends on the kind of turret (example: PDCs never scale) [*]Turret rotation speed decreases with size [*]Turrets can now use up more than one slot Enemy Specialization "In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range." Enemies are now more specialized and some will carry torpedoes Defender (untouched): Stronger ship that spawns in normal sectors, to defend it Carrier: Carries fighter squads, anti-fighter weaponry Military Ship (untouched): Default ship with armed turrets Torpedo Boat: Attack ship that carries normal torpedoes Disruptor: Shield breaking or penetrating ship, can carry torpedoes CIWS: Anti-Fighter, Anti-Torpedo weaponry Persecutor: Strong attack ship with advanced torpedoes Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes Artillery Ship: Long range weapons and torpedoes [*]Added icons for specialization of enemies [*]Added icons for military ships and civil ships [*]Pirates have ship classes as well now Weapon Specialization "We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes." Kinetic Weapons' main purpose is to do damage to hull Ranges from low to high: Chaingun, Bolter, Railgun General behavior of these remains unchanged [*]Disruptor Weapons' main purpose is to deal massive damage to shields Ranges from low to high: Tesla, Plasma, Lightning Range of Tesla Weapons has been increased Range of Lightning guns has been massively increased and their accurancy improved [*]Artillery Weapons do mixed damage from very high range Ranges from low to high: Cannon, Rocket Launcher General behavior of these remains unchanged [*]Defensive Weapons are meant for defense against torpedoes and fighters Anti-Fighter Cannon (see above) Point Defense Chaingun (see above) [*]Special Weapons: Laser: Mid Range, 100% accuracy Pulse Cannon: Mid Range, shield penetration The general behavior of these remains unchanged [*]Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time [*]Mid ranged weapons have average damage, medium turning speed and can fire for some time [*]Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly [*]Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged Further Balancing "We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships." Turrets can no longer be built on holo blocks Headhunters now spawn as persecutors with torpedoes More pirates and more different pirates are being spawned now Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons Persecutors are disabled for Beginner difficulty [*]Reduced price of reconstruction site setting by 50% Server Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game Chat messages that are sent with the /say command (and others) have their own message type and stand out more Added a config option to enable invincibility for player ships when players log out This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds Client & UI Added a builk assign/unassign/dismiss UI for crews Improved layout of trade invite window Increased amount of time radar blips are visible on the map Gate and wormhole lines to undiscovered sectors are faded out Reduced maximum intensity of bloom New inventory items are set to non-recent on mouseover, not click Improved hit feedback (damage numbers) Hit feedback displays dodges of fighters as well Added dps, shots until overheating weapons for overheating weapons to tooltips Added block penetration of railguns to tooltips Added description for no shield damage to tooltips Improved overview of crew salary in ship tabs Salary is displayed by default Salary is yellow when due [*]Added a "Press T to Enter" text when approaching a ship that can be flown [*]Added scrolling for ComboBox [*]Added numbers to different corner blocks to tell them apart by name [*]Increased visibility of turret overheating displayer [*]Added icons for home sector and reconstruction site [*]Added multi-key (Ctrl-F, etc.) key assignments [*]Improved layout of controll settings window [*]Added hotkeys for fighter commands Misc Improved logging when a crash happens Improved description clarity of "All Turrets" turret upgrade Added community localization for Turkish Thanks Corviuse for your hard work on the translation! Scripting API "We're taking the first steps towards a more modular modding API and dynamic mod loading." Improved and added missing documentation of several callbacks Added getCurrentLanguage() function to client API Added a new ServerInformation chat message type Added torpedoes to API Implemented init.lua scripts for player, entity and sector Removed sector.lua script and moved its contents to init.lua scripts Fixed addScriptOnce() function so it works when scripts aren't initialized yet Implemented a script callback "onEntityJump" for when entities jump Added a "transferEntity" function to Galaxy to easily move entities between sectors Bugfixes "As usual, user bug reports are marked with [uBR]. Thank you everybody for reporting and keep it up!" [uBR] Fixed an issue in whisp command for names with spaces [uBR] Fixed several issues with hangar visuals [uBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station [uBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection Fixed swapped line in screenshots [uBR] Fixed several issues with spelling and typos [uBR] Fixed an issue where wormholes to non-passable sectors could be created [uBR] Fixed an issue where energy system would load battery with too high speeds [uBR] Fixed an issue where the sun could shine through planets [uBR] Fixed an issue where keybindings for mirroring were not taken from the config [uBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad [uBR] Fixed an issue where buttons of hint windows could be placed outside the game window [uBR] Fixed an issue where energy weapons fired even when disabled in energy tab [uBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships [uBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches [uBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit [uBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen [uBR] Fixed an issue that lead to one-way gates from start sector [uBR] Fixed an issue where the turret factory ui showed stolen goods Fixed an issue where the building stats UI started off at the wrong position [uBR] Fixed an issue that lead fighters without motherships to attack gates [uBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly [uBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership [uBR] Fixed an issue where action music wasn't triggered for players in alliance ships [uBR] Fixed an issue where turrets could be placed on hangar openings [uBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP" [uBR] Fixed an issue when building two ships with the same name in a shipyard [uBR] Fixed an issue where players in alliance ships didn't get some achievements [uBR] Fixed an issue where player-owned stations could be exploited [uBR] Fixed an issue where players and alliances could exploit stations Fixed an issue where pulse conservation wasn't considered correctly when building [uBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart [uBR] Fixed an issue where ingredients would get reset in turret factory after building a turret
  14. I'll just leave this here, from the patch notes ;) Hope that clears it up.
  15. Note: Patch is not live yet. And it's live on the beta branch!
  16. Patch 0.15.8 Date: January 23rd, 2018 We're squeezing in an important update before the combat update to add a feature that has been long requested and has been more than overdue: Out-of-sector-catch-up. Basically, the way it works in Avorion is this: Since sectors take up a lot of memory, they're unloaded onto your hard drive when they haven't been visited for a while or when there are no players or player crafts in them. The major problem that is created by this system, is that sectors without players or crafts are basically frozen, meaning they will be in the same state when they're re-loaded into memory as they were when they were unloaded. You could visit a sector after hours and it would basically in the same state. In order to tackle this issue, we've introduced a callback to our scripts that will enable scripts to get a notification for when a sector has been loaded from disk, and how long it has been since it was last loaded. We've equipped the most important entity scripts (ie. factories and similar) with this kind of callback so that the economy isn't frozen every time you leave a sector. The out-of-sector-catch-up will be available for all stations in existing savegames, while the new stocking mechanic will only be available to newly discovered factories, due to technical reasons. Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Time passed is now simulated for most important stations when players are not in the sector and it gets suspended to disk Habitats now buy books Balancing "AI factories with no products available are basically useless to the player, and too many empty ingredient slots make the factory unable to produce. So we're changing the way that factories are initially stocked, giving them more overall interactibility with players. At the same time we've toned down the profit margin for highly stocked or understocked factories, since these cases happen a lot more often now." Factories can now have an initial stock of medium amount of both ingredients and products Factories can now have an initial low stock of ingredients and high stock of products Reduced impact of shortage and abundance of stock on prices from 20% to 10% Scripting API Added a sector callback "onRestoredFromDisk" that will receive the amount of time in seconds that the sector has been suspended to disk Misc Removed X-Mas Contest fighter tag Craft destruction is now logged for all players, not just logged in players Bugfixes "As usual, bugfixes marked with UBR are user reported bug fixes. Thanks everybody for reporting!" [uBR] Fixed an issue where the area of jumpable sectors wasn't drawn on the galaxy map [uBR] Fixed an issue where the "build" option wasn't available in the interaction menu for alliance ships Fixed an issue in build mode where the block size could get too large and even NaN [uBR] Fixed an issue where organize goods missions weren't saved correctly [uBR] Fixed an issue where Bottan didn't jump away when receiving collision damage [uBR] Fixed an issue where ships duplicated after server crashes [uBR] Fixed an issue where trading ships would get stuck and block docking ports
  17. Avorion itself should not be able to screw up your router - that's not how it works. How fast is your upload speed? What exactly is the issue now, please answer these questions: Are you running your server for your friends locally in your own network? Can you log into a server via internet? Can you log into your own server via internet? Can you log into your own server via LAN? Can other people log into your server via internet? If others can't connect to you, you should check your server logs if there were attempts to log in. Every log in is logged. If there are no attempts logged, then the server doesn't receive any packets and something in your port forwarding doesn't work. If the attempts are visible in the log, I'd need the upload speed of the connection that your server runs on, and the logs of the people trying to connect.
  18. Combat Update Now that the Economy Update is on the stable branch, we are concentrating our efforts on the Combat Update. We want to make combat more engaging through a combination of reworking and re-balancing some of the existing combat mechanisms and adding some new ones while we’re at it. Here are some of the features you can look forward to: Re-balancing of Weapons We want weapons to be more specialized so every weapon has its very own purpose with accompanying strengths and weaknesses. Specialized Enemies Along with specialized weapons comes the AI’s use of those weapons. We’re making enemies more interesting by giving them different characteristics in their fighting style. Some will use lots of fighters, others will be strong against shields or on long range, while others are especially good at defending against fighters. You'll have to know your enemy and adjust your fighting style to keep the upper hand! Torpedoes We're excited to announce that we'll be introducing torpedoes as a new weapon type! Torpedoes will be very strong long range weapons, but they will also be more costly and won't have endless ammunition with these. Oh, and the enemy will have them, too, so better prepare some weaponry to shoot them down. Defense Weaponry With fighters and torpedoes threatening your ship, you need viable defense mechanisms. Chainguns will be a possibility but we’re with this update we're also adding anti-air weaponry that is specifically made for defense against fighters. That's all for now, we'll be releasing more details next week! Have fun!
  19. Patch 0.15.7 Date: December 9th, 2017 With the last patch we've introduced a mechanic with which we wanted to make salvaging more interesting, but instead it created a whole array of new problems. We wanted Salvaging Lasers to do less damage to blocks to be a way of making players salvage the correct blocks, to show you immediately that some blocks are not worth salvaging and thus not worth your time. The damage decrease was also meant to give you immediate feedback on the rates of blocks, but instead it crippled salvaging-specialized ships. We also didn't think of AI salvagers and salvaging fighters while implementing this change. This is on us, and one of the biggest reasons why we're releasing this patch. I'd also like to clarify a few misconceptions that we've seen in several comments and posts. We never changed the drop rates for items like cargo, upgrades or turrets, you still get the same amount of those. We never wanted to punish or inhibit you from using salvage fighters. We never wanted to forbid AI salvaging. 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 Salvaging lasers no longer have reduced damage against blocks with low yield Bugfixes Fixed several occurrences of text going over its bounds
  20. Patch 0.15.6 Date: December 8th, 2017 Alright, so let's talk about salvaging. What's the Problem? It has been brought to our attention by many different users that salvaging right now is simply too strong compared to mining. This has multiple reasons, one of them simply being a bug/exploit that drops way too many resources when a wreckage is split in half. Another reason is that, with the addition of new blocks, wrecks got a kind of value-creep, meaning they received a lot more resources than they should through the addition of more valuable blocks, like for example gyros. This has led to scrapyards and wreckage fields just being massive fields of resources with hundreds of wreckages having hundreds of thousands of resources each. This was never intended to be in the game like that. One more reason why it's just so much more profitable than mining, is that in addition to lots of resources, wreckages drop upgrades, turrets and cargo as well. Our Intentions We want salvaging to be less like mining and more like its own thing, more like actual salvaging or scavenging. We want to emphasize going for the valueable parts in wreckages, using combat weapons to blast away armor and expose generators and others and then salvage them with your salvaging lasers. Finding a salvageable wreckage should be something special, it's weird when you can just go to a wreckage field and AFK beam through everything (if it's that easy, why wouldn't the NPCs have done that already?). It should also still be rewarding, meaning the resources that you get from a valuable wreckage should still be high in comparison to a normal asteroid. The Solution From now on, salvaging lasers will do less damage to blocks that won't give you a high resource yield, giving you immediate feedback on what blocks you should scavenge. We've also reduced the yield for blocks that are extremely common on wreckages, so that a single wreckage in the naonite belt won't contain 200.000 naonite or more any more (which is just an insane amount, to be honest). In addition to that, you won't be the only one who goes salvaging any more, so you're now less likely to find wreckages that still have valuable parts in them. When you do find one though, it will be pretty much just as rewarding as before, minus the extreme split-the-wreckage-into-half resource drop. We realize that some of you will be unhappy about this change, but we think the new behavior is healthier for the game in the long run. So now, keep your eyes open for unsalvaged wreckages, and then salvage their techy (glowy) blocks and expose their valuable parts wherever necessary. Gameplay You're not the only scavenger: Salvageable wreckages with extremely high resource values are less common Balancing "In order to make up for the potential income deficiency from the salvaging fix and to make mining more profitable, we've adjusted the efficiencies of mining lasers in this patch, too." Salvaging lasers deal less damage to blocks with low yield Reduced harvesting yield for the most common blocks Harvesting yield for blocks like shield/energy generators, batteries, inertia dampeners, etc. remains at 100% Increased Mining Laser base efficiency from 12% to 15% Increased Mining Laser efficiency randomized variety from 0% - 5% to 0% - 10% Increased Mining Laser efficiency scaling from rarity from 5% to 10% Mining laser base efficiency ranges from 10% (worst case + worst rarity) to 75% (best case + best rarity), up from 7% and 42% Bugfixes [uBR] Fixed an issue that led to wreckages dropping lots of resources when split in half [uBR] Fixed an issue where energy required by hyperspace engine would be infinitely large [uBR] Fixed tesla turrets not showing up in turret factory
  21. koonschi

    Economy Update

    Date: December 6th, 2017; Update 0.15.5 It's time for the economy update! We're proud to present a lot of improvements to the economy and production chains of Avorion! Station Building You can now build nearly all stations, including Shipyards, Repair Docks, Turret Factories, Equipment Docks and many more! The owners of these stations get a 20% tax of the income of these stations, as well as cheaper prices! Player Trading Players will now be able to actually trade with each other, allowing them to set their offers and then accept them, instead of having to write mails and hoping that the other player will respond. Cargo Shuttles In order to keep your production chains running, we've now added cargo shuttles to the range of features! You can buy cargo shuttles and configure your stations to either deliver their goods to other stations or fetch required production components from other stations, be it AI stations or your own. Fully Configurable Factories In addition to cargo shuttles, you can now configure the price margin for your factories, which will directly influence the amount of traders that will either buy or sell their goods there. Factories can also be told to actively request trading ships to deliver goods to them or buy products when your factories' cargo bays are full. Rebalanced Economy & Factories With the economy update, we've also overhauled all production chains to make sure they're all profitable over time. Additionally, factory and station costs have been drastically reduced to be profitable. Life on a station is way less dangerous than on a space ship that might fly into battle or asteroids, so your station's crew shouldn't ask for that money, right? You'll also like to hear that some derpy AI cargo ship pilots will now get docking assistance through tractor beams. Reworked Chat Window We've made some big improvements to the Chat Window! You can now (finally) scroll in the chat window, and we've also added more channels that you can select and filter by, so that you can keep an overview of all the things that are going on. Crew Transports In order to ease building of huuuuuuge space ships we've added a nice little comfort feature: At every station where you can hire crew, if your relations are good enough, you can request transports for huge amounts (300 or more) of crewmen, that will instantly crew your entire ship. No more flying from station to station just to get that battleship going. Lots of Quality of Life Changes & More! Apart from the above changes, we've added tons and tons of other small improvements: Much better performance during fights and building, improved UI, more events and many more. If you'd like to check out the full patchnotes, we've collected them here (it's a long read though!): http://steamcommunity.com/games/445220/announcements/detail/1451712669489440312 We wish you lots of fun with the new update!
  22. After common request, we've added a Buy section on the website, including a donations button for those who want to support us! :) http://avorion.net/buy/
  23. In the last patch, we've upped the timers for crew leave, fixed an issue with crews leaving immediately, officers are no longer influenced by low morale and the morale drops for officers are no longer high enough that a single ranking officer missing will make your crew leave. It's no problem at all, the only issue is (still) that crewing such a huge ship takes time. We're still working on making that less annoying.
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