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koonschi

Boxelware Team
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Posts posted by koonschi

  1. Hey! Thanks for the ideas!

     

    In order to keep suggestions organized, we have a specific suggestion and voting system on our discord server:

    www.discord.gg/Avorion

     

    I'd suggest you bring up your ideas over there, to be discussed by other community members as well, since some of them are planned, have been suggested before or can even already be done with mods!

  2. Patch 0.23.1

     

    Date: June 3rd, 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'.

     

    Gameplay

    • Independent turrets no longer fire when target is obstructed by allies
    • When turrets are set to "Attack Target" and target is gone, they behave as if set to "Defensive"
    • Applying empty plans is no longer possible because it would delete the ship

    Bugfixes

    • [uBR] Fixed tooltip layering issues in GalaxyMap
    • [uBR] Fixed tooltips of saved ships rendering over ship costs in saved designs window
    • [uBR] Fixed an issue where plans with double indices could get loaded cause problems
    • [uBR] Fixed an issue where edge blocks were incorrectly merged
    • [uBR] Fixed a performance issue in Galaxy Map
    • [uBR] Fixed an issue where harvest fighters would try harvesting asteroids that were impossible to harvest
    • Scripting API: Fixed Sector and Player not being able to receive tables as arguments when adding scripts
    • Fixed several budget updates not being visible to players
    • Fixed an issue where reconstruction tokens weren't properly removed from player's inventory

  3. Patch 00.23

     

    Date: May 21st, 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'.

     

    Preamble

    In this update we're introducing massive, massive changes to the asset loading system and the lua engine. We can't possibly test everything that could maybe go wrong, so please help us test and brace yourselves for more patches!

     

    Even though these patchnotes might not look like much, a lot has been going on in the engines roots. This update is probably the one that we spent the most work on in the last 12 months.

     

    Mods

    "We believe that a sandbox game is only truly a sandbox when players have the ability to mod it. So we spared no expense and effort to bring you guys this update. We did our best to make it as easy as possible to use and create mods."

    • Implemented Workshop Mods
    • Workshop Mods can be subscribed to and configured in-game in Settings -> Mods
    • Achievements are disabled when using mods
    • When logging into a server, Workshop mods can be downloaded automatically (without subscription)

    Creating Mods

    "Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:"

    Using Mods on Dedicated Servers

    Client

    • Client creates a moddata/ folder in settings folder for mods to save configs
    • Added windows to configure and upload mods
    • Added a window that warns when savegame altering mods are no longer enabled before loading a galaxy
    • Replaced Scrapyard tab strings with icons
    • Added particles quality setting
    • Improved RAM management of unused resources
    • Improved performance of ship preview UI elements
      • Designs are now loaded on-click, no longer on-show

    Server

    • Added a command line option "--init-folders-only" to only initialize folders
    • Improved error handling for saving of data to files

    Misc

    • Logging now prints to different files to ensure no one file gets too large

    Scripting API

     

    "Oh boy have we some patchnotes for you guys! We're only listing the most important changes, you can find the rest in the Scripting API."

    • Added a "include()" function in addition to "require()" which also loads all mod extensions instead of just a single file
    • Reworked a lot of files to be more easily moddable
    • Added a max depth variable to printTable()
    • Added a ScriptModManager API
    • Added a string.join() function
    • Implemented mod-specific scripts that run in global server environment
    • sendChatMessage() and broadcastChatMessage() now also accept an Entity as sender
    • Added UIGridSplitter, UIHorizontalLister, UIArbitraryHorizontalSplitter UI organizer classes
    • Unified pirateattackstarter.lua and traderattackedbypiratesstarter.lua in sectoreventstarter.lua
    • Added missing Descriptor getters for DockingPositions and TorpedoLauncher components
    • Added "craftFaction" property to Player
    • Added a table deepcopy() function
    • When adding scripts into the same VM, the first added script is used whenever possible
    • Client offers a "createDirectory" and "removeDirectory" function for inside "moddata/" folder
    • Server offers a "createDirectory" and "removeDirectory" function
    • Scripting API for scripts used by the game itself (Faction Map, Generators, etc.) now use Client/Server specific API
    • Creating an Entity() from an ID that doesn't exist no longer prints errors to the log
    • Creating a Faction() from an index that doesn't exist no longer prints errors to the log
    • Massively reduced cases in which scripts would be set to "invalid" after erroneous execution

    Gameplay

    • Increased pause between 2 independent events to at least 10 minutes from 5
    • Increased amount of money in traveler's stash
    • Scrapyards now offer dismantling of turrets into parts
    • Reduced the AI behavior where AI ships with high reach run from player ships indefinitely
      • Reduced distance based on reach that the AI tries to keep between it and its target
      • Increased time interval where the AI updates the waypoints around its target

    Bugfixes

    • [uBR] Fixed an issue with "invalid fighter stats" in fighter factory
    • [uBR] Fixed several issues with faulty translations causing crashes
    • Fixed several issues with screenshots and textures placed in non-ASCII paths
    • Fixed several íssues with loading lua files or other assets from non-ASCII paths
    • [uBR] Map commands jump range visualisation now works correctly for ships that can pass rifts
    • Fixed some performance issues in flight AI

    Known Issues

     

    "Sadly, some things cannot be modded yet, because they're too deeply rooted inside the game's core engine. We're working on making those things moddable in the future as well."

    • Some things like Materials, Rarities or Blocks cannot be modded yet

  4. Ship Reconstruction

    In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.

     

    The old insurance system was a compromise, and not a good one. Somewhat permadeath, but not really, yet you still lose enough that it caused beginners on titanium tier to ragequit. We needed a system where it is completely clear to players starting out that they CAN get their ship back, and where they DO after their first death (hence the first token is free). People try out the game, invest 3 - 5 hours in their first ship and then it gets destroyed, and it's not forgiven - at all. That's not fun, it's only frustrating. And when it's not fun, then it's not a good game.

     

    Reconstruction Tokens

    From now on, you can buy reconstruction tokens at repair docks, which will allow you to completely restore a destroyed ship. To avoid exploits, cargo and fighters (blueprints are restored!) are exempt from this. Reconstruction tokens cost about 20% to 30% of your ship's value, and the first token of each ship is free on normal and lower difficulties.

     

    Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will also repair your ship for free.

     

    Quality of Life Changes

    We're adding some more features that should make it easier and less obnoxious to start out in Avorion. Base crew size of ships is now doubled (from 4 to 8 ) and ships start out with a base crew on lower difficulties.

     

    In addition to that, we're drastically reducing artificial hyperspace calculation times (by 90%). Keep in mind that hyperspace calculation times have been introduced to mask sector loading and generation time, and it can still take a while until your target sector is ready. You should feel a drastic improvement for long jumps though!

     

    More Changes

    There are many other smaller improvements in this patch: UI Improvements such as smaller notifications on the bottom right and less annoying hint boxes, as well as a new block shape!

     

    To get the full list of changes, check out the patchnotes of this patch:

     

    Reconstruction Tokens

     

    "From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."

    • New Item: Reconstruction Token
    • Can be used at Repair Docks to reconstruct destroyed ships
    • Can be bought at Repair Docks for 30% of the ship's value
    • Must be bought in advance, BEFORE a ship is destroyed
    • When founding a ship, players get 0 - 2 Reconstruction Tokens for free
      • Easy, Beginner: 2
      • Normal, Veteran: 1
      • Hard, Difficult, Insane: 0

      [*]Every player gets a free token for each existing ship

      [*]Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes

      • Empty Reconstruction Tokens can be bound to your current ship

    Repair Docks

     

    "Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will repair your ship for free."

    • Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
    • If you have a reconstruction token for your ship, you can't buy a second one for the same ship
    • You can now reconstruct (read: respawn) your ships at Repair Docks
    • Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
      • But without cargo and fighters (duping & other exploit reasons)
      • Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed

      [*]After the insta-reconstruction, ships suffer minor structural damage

      • Ships can only regenerate back to 80% of their health
      • Repairing at a repair dock, in the build mode, or applying a plan fixes this

      [*]Repair Docks now additionally repair for free when buying a reconstruction token

    Balancing

     

    "We're adding some more changes that are supposed to make starting out in Avorion a little easier."

    • Increased base crew size of ships to 8 (from 4)
    • When founding a ship, a basic crew is added to the ship
      • Easy, Beginner, Normal: 8 Crewmen
      • Veteran: 4 Crewmen
      • Hard, Difficult, Insane: 0 Crewmen

      [*]Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)

      • Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
      • Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)

      [*]Increased money rewards for missions, events and stashes

      [*]Reduced distance-related artificial hyperspace calculation time by up to 90%

      • Longer jumps should take a lot less long to calculate
      • Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.

    Gameplay

     

    "Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"

    • Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
    • Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
    • AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
    • Insurance is now a station-only feature
    • Added a new block
      • Block comes in 2 variants since it can't be mirrored onto itself

      [*]Refine ai now blocks if there is no refinery present and reminds players every 10 minutes

    UI

     

    "Some cleaning up of the UI."

    • Reduced size of bottom right notifications
    • Updated some permission descriptions for alliances
    • Added a window to tell you after dying that you can reconstruct a ship
    • Updated loading screen tips and hints to fit new reconstruction mechanic
    • Improved overall hints to be less annoying
    • Hyperspace cooldown bar is no longer visible when fully charged
    • Programmed-Velocity bar is no longer visible when using mouse steering
    • Added a 60s pause between hint boxes when clicked away
    • Ship problems are highlighted more prominently
    • Block HP can now be shown in building mode

    Scripting API

    • Added access to several new properties of ShipInfos
    • UseableItems now can have multiple custom parameters passed on construction
    • When setting scriptable object values via "setValue()" on server, those values are synced to clients now

    Mining in other sectors

     

    "After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"

    • [uBR] Fixed an AI error preventing mining ships from mining while players were in another sector

    Bugfixes

     

    "Tons of QoL fixes and, as usual, [uBR] means User Bug Report."

    • Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
    • [uBR] Fixed a hang/crash in refine ores AI
    • [uBR] Fixed wrong relations in crewboard for crew transport
    • Fixed wrong tooltips on galaxy map checkboxes
    • [uBR] Fixed discrepancy between tooltip and mining system
    • [uBR] Seeker missiles no longer get extreme speed boosts from their parent craft
    • Improved stability of server when files are corrupted
    • [uBR] Fixed notification tooltips being rendered under other notifications
    • [uBR] More Loot is now dropped in bigger packages instead of more packages
    • [uBR] Fixed several bosses attacking during dialogs
    • [uBR] Fixed several issues where players could get attacked in the loading screen
    • [uBR] Ships defending sectors now get more turrets
    • [uBR] Fixed desync between client and server when docks push away things
    • [uBR] Fixed desync when collecting loot
    • Fixed a rare crash when updating the background ship database of a faction
    • [uBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
    • Fixed an issue where removing blocks from damaged ships would return too many resources
    • [uBR] Fixed an exploit when claiming asteroids
    • [uBR] Fixed wrong tooltip when trying to buy crewmen with too bad relations
    • Crew profession designations use plural correctly
    • Fixed several minor issues in scripts
    • [uBR] Fixed energy priority hint being visible even after window was closed
    • [uBR] Fixed a crash for Ryzen CPU users
    • [uBR] Fixed an issue where the wormhole to the core respawned immediately after its timer elapsed
    • [uBR] Fixed some issues that prevented harvesters of AI factions from harvesting
    • [uBR] Fixed an issue where keyboard keys could get stuck
    • Fixed players paying for mines when founding fails for some reason

     

  5. Patch 0.22.2

     

    Date: May 10th, 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'.

     

    UI

    • Added a 60s pause between hint boxes when clicked away
    • Ship problems are highlighted more prominently
    • Block HP can now be shown in building mode

    Bugfixes

    • Crew profession designations use plural correctly
    • Fixed several minor issues in scripts
    • [uBR] Fixed wrong shading of twisted block shape due to wrong normals
    • [uBR] Removed wrongly added armor types for new block shapes in Naonite, Xanion and Avorion
    • [uBR] Fixed energy priority hint being visible even after window was closed

  6. Patch 0.22.1

     

    Date: May 7th, 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'.

     

    Gameplay

     

    "Refining the reconstruction system some more to make it less exploitable."

    • After the insta-reconstruction, ships suffer minor structural damage
      • Ships can only regenerate back to 80% of their health
      • Repairing at a repair dock, in the build mode, or applying a plan fixes this

      [*]Repair Docks now additionally repair for free when buying a reconstruction token

    Balancing

     

    "This one was meant to be released with 0.22.0 - ooops. Hyperspace engine cooldown already limits travel speed, so we're reducing the artificial calculation time. Keep in mind that jump calculation time masks the time it takes for the game to generate new sectors or load sectors from disk, so times may vary wildly."

    • Reduced distance-related artificial hyperspace calculation time by up to 90%
      • Longer jumps should take a lot less long to calculate
      • Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.

    Scripting API

    • When setting scriptable object values, those values are synced to clients now

    Bugfixes

    • Fixed a rare crash when updating the background ship database of a faction
    • [uBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
    • [uBR] Fixed ships still being reconstructable after selling them to scrapyards
    • [uBR] Fixed non-wrecked player ships being salvageable
    • [uBR] Fixed reconstruction tokens not being removed from inventory after founding a station or selling the ship at a scrapyard
    • [uBR] Fixed wrecked player stations not being salvageable
    • Fixed an issue where removing blocks from damaged ships would return too many resources
    • [uBR] Fixed turrets and upgrades being untransferrable between alliance and players
    • [uBR] Fixed reconstruction tokens not being renamed when a ship is renamed
    • [uBR] Fixed an exploit when claiming asteroids
    • [uBR] Fixed several issues when buying reconstruction tokens for alliance ships
    • [uBR] Fixed wrong tooltip when trying to buy crewmen with too low relation

  7. Patch 0.22

     

    Date: May 2nd, 2019

     

    Deaths in Avorion

    In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early punished for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.

     

    Beta Branch Patch

    Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

     

    This is how you get access to the beta branch (USE AT YOUR OWN RISK):

    Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

     

    Reconstruction Tokens

     

    "From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."

    • New Item: Reconstruction Token
    • Can be used at Repair Docks to reconstruct destroyed ships
    • Can be bought at Repair Docks for 30% of the ship's value
    • Must be bought in advance, BEFORE a ship is destroyed
    • When founding a ship, players get 0 - 2 Reconstruction Tokens for free
      • Easy, Beginner: 2
      • Normal, Veteran: 1
      • Hard, Difficult, Insane: 0

      [*]Every player gets a free token for each existing ship

      [*]Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes

      • Empty Reconstruction Tokens can be bound to your current ship

    Repair Docks

     

    "Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money."

    • Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
    • If you have a reconstruction token for your ship, you can't buy a second one for the same ship
    • You can now reconstruct (read: respawn) your ships at Repair Docks
    • Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
      • But without cargo and fighters (duping & other exploit reasons)
      • Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed

    Balancing

     

    "We're adding some more changes that are supposed to make starting out in Avorion a little easier."

    • Increased base crew size of ships to 8 (from 4)
    • When founding a ship, a basic crew is added to the ship
      • Easy, Beginner, Normal: 8 Crewmen
      • Veteran: 4 Crewmen
      • Hard, Difficult, Insane: 0 Crewmen

      [*]Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)

      • Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
      • Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)

      [*]Increased money rewards for missions, events and stashes

    Gameplay

     

    "Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"

    • Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
    • Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
    • AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
    • Insurance is now a station-only feature
    • Added a new block
      • Block comes in 2 variants since it can't be mirrored onto itself

    UI

     

    "Some cleaning up of the UI."

    • Reduced size of bottom right notifications
    • Updated some permission descriptions for alliances
    • Added a window to tell you after dying that you can reconstruct a ship
    • Updated loading screen tips and hints to fit new reconstruction mechanic
    • Improved overall hints to be less annoying
    • Hyperspace cooldown bar is no longer visible when fully charged
    • Programmed-Velocity bar is no longer visible when using mouse steering

    Scripting API

    • Added access to several new properties of ShipInfos
    • UseableItems now can have multiple custom parameters passed on construction

    Mining in other sectors

     

    "After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"

    • [uBR] Fixed an AI error preventing mining ships from mining while players were in another sector

    Bugfixes

     

    "Tons of QoL fixes and, as usual, [uBR] means User Bug Report."

    • Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
    • [uBR] Fixed a hang/crash in refine ores AI
    • [uBR] Fixed wrong relations in crewboard for crew transport
    • Fixed wrong tooltips on galaxy map checkboxes
    • [uBR] Fixed discrepancy between tooltip and mining system
    • [uBR] Seeker missiles no longer get extreme speed boosts from their parent craft
    • Improved stability of server when files are corrupted
    • [uBR] Fixed notification tooltips being rendered under other notifications
    • [uBR] More Loot is now dropped in bigger packages instead of more packages
    • [uBR] Fixed several bosses attacking during dialogs
    • [uBR] Fixed several issues where players could get attacked in the loading screen
    • [uBR] Ships defending sectors now get more turrets
    • [uBR] Fixed desync between client and server when docks push away things
    • [uBR] Fixed desync when collecting loot

    Known issues

     

    "We are currently getting a lot of crash reports from Ryzen users. We're actively working on fixing this problem, and we hope that we already found a solution in this patch. We haven't managed to reproduce this crash on our own machines, so we're currently only guessing what causes this. Hang in there, we're aware and working on it!"

    • [uBR] Hopefully fixed a crash for Ryzen CPU users
      • We know about this and we're working on it, hang in there!

  8. Hey everyone!

     

    Quick Update on what we're currently working! We actually have multiple updates in the pipeline, and we're ready to tell you about them :) You can expect most of these to arrive in the next weeks.

     

    Mining Update: Finishing Touches

    Right now we're adding the finishing touches to the mining rework, and we hope to set it live very soon! We were struggling with some AI issues that were introduced with the new harvest-specific AI, that was already performing a lot better than before, but, being a new kind of AI, had some starter issues. Those issues have been resolved and we're in our final testing phase.

     

    Large Update 1: Workshop Mods

    The first update we're working on right now is workshop mods. Some of you may already have discovered a new "Mods" category in the workshop - we're restructuring modding so that we can easily allow plug-and-play mods you can simply download from the workshop without having to modify any files. Apart from some small issues, this update is almost finished, and we want to set it live on the beta branch as soon as we can!

     

    Small Update 1: Energy Cooling Rework

    We want to rework the way that energy cooling of turrets works. It won't be a mega ground-breaking change, but we found that there are some issues, such as some turrets requiring MASSIVE amounts of energy and so on.

     

    Small Update 2: New Block Shape

    People have asked us a lot of times about a new block shape, and we can finally tell you that it's coming! This is what we're talking about: https://imgur.com/tShfTsa

    We ran into a few issues with this (such as it not being mirrorable onto itself, so we need 2 versions of it) but we're finished and the builders of our community can rejoice!

     

    Small Update 3: Improved SFX

    We're also working on a lot of improvements on the sound effects of the game. We're adding more SFX, improving the sound of SFX by adding better effects depending on distance, etc. and we're working together with SFX professionals to improve the general sound scape of Avorion.

     

    Large Update 2: Boarding

    And the second LARGE update that we're currently working on is: Boarding! You will finally be able to set those boarders to use! Together with boarding, we'll also add a few improvements to crew handling, especially crews for large ships, which can be a pain to manage. We've got some exciting changes for those, so stay tuned for more updates!

     

    Have fun everybody!

  9. Patch 0.21.4

     

    Date: April 9th, 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'.

     

    Gameplay

    • Improved pathfinding if an obstacle is directly in front of the target location
    • Improved Harvesting AI
      • Now takes the turning speed of turrets & ship into account
      • Improved flight behaviour if the ship is stuck or out of range

      [*]Mine/salvage ai now warns and stops if there is no cargo space and no ores/scrap metals on board

      • This prevents infinite mine/refine loops that warn every second

      [*]Mine/salvage ai now detects if non-refining fighters are used

    Misc

    • Font size and height of console is now configurable in client.ini
    • Added error message when using r-mining and salvaging lasers if the cargo bay is full

    Scripting API

    • Added a trim() function
    • Added a is_type() function to utility.lua
    • Removed GenerateTurretTemplate() API function since it only redirected into script turret generator anyways
    • Added getSquadHasRawMinersOrSalvagers(squadIndex) to hangar script api

    Bugfixes

    • Fixed a crash in Server
    • Fixed a crash in Material when multithreading
    • Fixed some crashes in mine, salvage and refine scripts
    • Fixed a rare crash in turret factory
    • Fixed an issue where the calculation of the price a station pays for goods was wrong
    • Fixed a rare lua crash in xsotan attack event
    • Fixed a rare crash in resource trader window
    • Fixed an issue in crew transport when loading a galaxy
    • [uBR] Docking distance for transferring crew, cargo and fighters is now consistent

  10. Thanks for the feedback! A lot of those things are planned, we just haven't gotten around to implement them yet.

     

    Some comments on some of your points:

    1. This is not true. The collision damage reduction happens only when an AI-Owned ship smashes into you, i.e. collisions that explicitly aren't the player's fault.

    2 - 4: Please provide examples and file bug reports in our in-game reporter

    5: R-Harvesting lasers DO have a massively increased efficiency

    9: Please file a bug report and send us the savegame when this happens, you can send it to koonschi@avorion.net

    11: Please file a bug report for this, it's mostly an oversight

  11. Hey! Thanks for reporting those, we'll look into them. A few questions though:

     

    -Clipping of popup info box on mouse hover on right of UI through popup notifications black bar

    I'm having trouble following you here

     

    -Player owned factories only work when player is in sector but still charge crew pay. They start working when player warps in.

    How do you come to this conclusion? We have simulations and tests in place to ensure they work. Can you provide a working example on how to reproduce this issue? That would be incredibly helpful! Are you playing on a multiplayer server?

     

    -When building green/red numbers on right hand stats when adding blocks are incorrect

    Be more specific, which ones are wrong and when?

     

    -In SP upon exiting building mode everything is frozen but can look around. Entering and exiting either the main menu or building mode corrects this

    Again, multiplayer or singleplayer? it sounds like the game was paused.

     

    -Research of modules does not seem consistent. I have seen a few modules have “priority” over others. Combining like modules (e.g. m-tcs and a-tcs) don’t show this behavior, but when combining unlike modules (e.g. 3x rare shields and 1x rare thruster) the result is always a thruster. This only happens for certain combinations (one above is example). This may be hard to pin down if it’s a bug or mechanic.

    I can't reproduce this at all. I tried your example and it worked just fine.

     

    Transporter blocks do not function. See my other post a while ago about that

    As stated on your other post, have you installed the upgrade permanently?

     

    -Cargo fighters don’t transport cargo when player is out of sector.

    As with all out-of-sector errors, can you provide example situations of where this happens? Or a minimal savegame? That would be incredibly helpful.

     

    -Out of sector crew of stations on auto-assign will somehow cause an imbalance and cause the crew to revolt. I have come back to several of my stations with hull half destroyed. When I get in the station the crew is not balanced and resetting the auto-assign will fix it.

    Thanks! Auto-assigning crew is actually done on your own ship only, I can see how that could lead to problems.

     

    -Warping ships around in map mode occasionally requires multiple clicks for action. Having a small ship jump around new green dots in an area requires multiple clicks per dot while holding shift to chain commands. Some jump orders on list repeat sector. Possible freezing taking place at some interval which queues commands causing repeats.

    This, and several other things you mentioned sound like the game simulation performance isn't good. Do you get icons on the top left about problematic server performance?

  12. Community Manager/in Gesucht

     

    Community Manager (m/w/d)

    Boxelware GmbH - Erlangen

    Vollzeit, Teilzeit

     

    Wer wir sind

     

    Wir von Boxelware sind ein junges Games-Studio aus Erlangen, bei Nürnberg. Unser aktuelles Hauptaugenmerk ist die Entwicklung unseres Flaggschiff-Titels Avorion, einer Weltraum-Sandbox in der Spieler ihre eigenen Raumschiffe bauen können und mit Freunden zusammen die Galaxis erobern können.

    Wir sind Anfang 2017 mit Avorion von 0 auf 100 durchgestartet, vom Studi-Hobbyprojekt zum Topseller-Titel auf die Steam-Frontpage gerauscht.

    Derzeit arbeiten wir darauf hin, die Entwicklung von Avorion aus Early Access zum vollen Titel fertig zu stellen.

    Danach haben wir vor, weiter zu wachsen und Avorion selbst noch lange nach Release weiter zu entwickeln und zu supporten, und genau dafür brauchen wir dich!

     

    Als Community Manager wirst du der Knotenpunkt zwischen Entwicklern und Spielern sein.

    Du wirst dich um die Anliegen, Anregungen und auch Probleme unserer Community kümmern und sie an das Team weiterleiten.

    Du wirst in die Community eintauchen, sie betreuen und ihr helfen weiter zu wachsen, und das bereits hohe Engagement der Community mit Avorion weiter steigern.

     

    Das sind deine Aufgaben

    • Eigenverantwortliche Betreuung der Community in den Foren und Social Media
    • Administration und Moderation der Spiel-Foren
    • Erstellung von Social-Media-Content, Forenartikeln & Videos
    • Sprachrohr zwischen Entwicklern und Community: Enge Zusammenarbeit mit den Entwicklern um direkte Kommunikation mit der Community zu garantieren
    • Entwicklung und Pflege von Beziehungen zu wichtigen Community-Mitgliedern
    • Sammlung und Weiterleitung von Stimmungen & Feedback der Community
    • Entwicklung & Management von Events & Strategien, um die aktive Community zu vergrößern und das Community-Engagement zu steigern
    • Ansprechpartner für die Spieler und Repräsentation des Spiels und Unternehmen auf Messen und Konferenzen

    Das solltest du mitbringen

    • Sehr gute Deutsch- und Englischkenntnisse
    • Gutes Ausdrucksvermögen und sehr gute Rechtschreibung in Deutsch und Englisch
    • Motivation und Willen zum eigenverantwortlichen Arbeiten
    • Aufgeschlossene und freundliche, aber professionelle Herangehensweise an Probleme und Wünsche der Community
    • Hintergrund als Gamer/in und Erfahrung mit Gaming-Communities
    • Begeisterung für Social Media und die Zusammenarbeit mit Gaming-Communities
    • Sicheres Gefühl für den Sprachgebrauch in gängigen Social-Media-Kanälen, Online-Communities & Foren (Reddit, Imgur, Discord, 9gag, Facebook, Twitter, Instagram)
    • Sicheres Gefühl für die professionelle Formulierung von offiziellen Mitteilungen an die Community

    Besonders Hilfreich, aber nicht unbedingt nötig:

    • Erfahrung mit unserem Hauptspiel 'Avorion'
    • Erfahrung mit Bild- und Videobearbeitungsprogrammen (Gimp, Photoshop, Inkscape, Adobe Premiere Pro)
    • Erfahrung mit der Betreuung größerer Gaming-Communities oder direkt als Community Manager
    • Langjährige Erfahrung in gängigen Social-Media-Kanälen, Online-Communities & Foren (Reddit, Imgur, Discord, 9gag, Facebook, Twitter, Instagram)

    Was wir dir bieten

    • Sei Teil eines jungen, erfolgreichen Teams mit positiver, familiärer Arbeitsatmosphäre und flacher Hierarchie
    • Flexible Arbeitszeiten ohne Crunch
    • Eigenverantwortliches Arbeiten mit großem Gestaltungsfreiraum
    • Viele Einbringungsmöglichkeiten in Arbeitsprozesse - Deine Arbeit hier hat einen Impact!
    • Work-Life Balance ist uns sehr wichtig: Für uns gehören Unternehmungen in zwangloser Atmosphäre als Team zum Alltag
    • Ein transparentes Unternehmen für einen tiefen Einblick in die deutsche Games-Branche
    • Beste Bedingungen und Unterstützung für deine eigene professionelle Weiterentwicklung

     

    Wie kannst du dich bewerben?

     

    Haben wir dein Interesse geweckt?

    Denkst du, du bist in unserem Team genau richtig?

    Dann schick' eine Mail mit deiner Bewerbung, Lebenslauf und frühestmöglichem Startdatum an jobs@boxelware.de!

    <b>Konstantin Kronfeldner</b> wird sich gerne um sämtliche Fragen und Anliegen deinerseits kümmern.

     

    Wir freuen uns darauf, dich kennen zu lernen!

  13. Patch 0.21.2

     

    Date: March 6th, 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'.

     

    Gameplay

    • Transporter Systems With 'Exceptional' or higher rarity now allow fighters to pick up loot for their mothership
      • Transporter Block is still required for this to work

      [*]Founded ship first block is now the same material as the material costs required to found it

    UI

    • Slightly increased item size in building window
    • Adjusted main inventory grid size to fit SystemsTab grid size
    • Adjusted mechanics crew icon to be more easily distinguishable from engineers

    Bugfixes

    • [uBR] Scripting API: Fixed an issue with CargoBay not being synced to client when removing cargo by name
    • [uBR] Fixed typo in a music track name

  14. Patch 0.21.1

     

    Date: March 1st, 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'.

     

    Gameplay

    • Transferring a ship to the alliance requires the alliance to pay the difference in founding fee

    Balancing

    • Increased range of r-mining lasers and r-salvaging lasers by 100%
    • Ship founding costs are now capped at 10m

    UI

    • Added a warning icon on the top left when computer is low on memory
    • Added a warning icon for performance when founding 25th or more ship

    Bugfixes

    • [uBR] Fixed a crash in building mode when a field in quick selection was empty
    • [uBR] Fixed a crash in building mode when exiting turret building mode
    • Fixed an issue with rendering of shipyard costs when player isn't in a ship
    • Fixed a crash in alerting of absent players when alerting them in a sector with unowned objects

    Known issues

     

    "We know that fighters of carrier miners are unable to pick up ores. We're working on this!"

  15. This has been suggested before and it's not the way we want to do things. We don't want to inhibit fleets, because to experienced players the early game is not what they like and they want to be able to skip it. And I agree.

  16. Patch 0.21

     

    Date: February 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'.

     

    Mining Rework

     

    "We reworked mining to make it feel more like actual mining, and less like just shooting rocks until you're rich. So the most efficient mining lasers no longer refine ores and you'll have to ship them to a refinery yourself. In order to avoid massive complexity in the beginning, we left refining mining lasers in there, like for example for the drone."

    • Resource Asteroids carry 33% more resources
    • Added new weapon types: Raw mining lasers, Raw salvaging lasers
    • Previous mining + salvaging lasers are now refining mining/salvaging lasers
    • Raw mining lasers deal 200% damage compared to refining mining lasers
    • Efficiency Changes (lowest to highest rarity & possible rate):
    • Raw mining lasers have very high efficiencies of 57% - 99%
    • Reduced efficiencies of refining mining lasers to 11% - 18% from 5% - 75%
    • Raw salvaging lasers have efficiencies of 5% - 40%
    • Reduced efficiencies of refining salvaging lasers to 7% - 14% from 8% - 36%
    • Mining lasers of the drone remain unchanged
    • Raw lasers drop Raw Ores or Scrap Metals
    • Raw Ores and Scrap Metals ...
      • - are trading goods that require a cargo bay
      • - cannot be used as a currency yet
      • - cannot be stored in the global bank
      • - must be refined into resources before they can be used
      • - can be sold to merchants

      [*]Added a refinery option to all Resource Depots

      • Refinery refines ores and scrap metals to resources 1:1
      • Refinery takes a small tax of 1 to 5%, based on relations

      [*]Added new asteroids with very high-value, hidden resource depots in their center block

      • Can be detected with mining upgrade (Auto-mining-ships need this to find them, too)

      [*]Added AI-ship commands for refining ores and metals on board

      [*]Amount of resources in asteroids is now only visible with a mining system installed

    Audio

     

    "Per Kiilstofte remade the entire combat music for Avorions. He's the mind behind Avorion's previous combat music, but we worked together and he wrote a completely new soundtrack specifically for Avorion! On top of that, Hannes Kretzer made six new background tracks for Avorion, too! With this update, you can enjoy all those new tracks in-game!"

    • Added 6 new background ambience tracks (Thanks Hannes!)
    • Replaced old combat music with new combat music (Thanks Per Kiilstofte!)
    • Ambient music is now mood-oriented based on which sector the player is in, and no longer completely random
    • Increased length of silence between tracks to at least 90 seconds

    Gameplay Changes

     

    "There have been some other gameplay updates, which are not directly related to mining."

    • Delivery missions no longer give players dangerous or illegal goods
    • Dangerous goods are no longer a concern if player's relations are "Admired" (>80.000)
    • Ships that are ordered to fly through gates now wait if the path is blocked
    • Harvest AI now only uses armed turrets if no salvaging turrets are available

    Balancing

     

    "There have been some other balancing updates, which are not directly related to mining."

    • Destroyed blocks and crafts now drop scrap metal & ores in addition to refined resources
    • Smoothened out probabilities of resource types in asteroids
      • Less low-tier materials are less likely to be spawned in high-tier material regions

      [*]Only the latest 3 tiers of available materials are used for ships, turrets, etc. to avoid obsolete technology appearing where it doesn't belong (ie. Iron AI ships in Xanion territory)

      [*]Increased production time by 300s for ships at shipyards when a crew is requested

      [*]Increased costs of crews at shipyards by +50%

      [*]Fast moving AI ships no longer damage player-owned ships if they're more than twice as fast

      [*]Changed relation status ranges:

      • Friendly: 15.000 - 30.000 (from 5.000 - 15.000)
      • Good: 30.000 - 60.000 (from 30.000 - 40.000)
      • Excellent: 60.000 - 80.000 (from 40.000 - 70.000)
      • Admired: 80.000 - 100.000 (from 70.000 - 100.000)

      [*]Captains now cost 15.000 Credits, up from 7.500

      [*]Hiring Pilots, Boarders or Commanders now requires relations of at least 'Friendly'

      [*]Hiring Generals or Captains now requires relations of at least 'Good'

    Ship Founding

     

    "Founding Ships now costs an initial fee, that starts out very low and increases with every new ship. We want to move large (!) fleets more into mid- or late game, while giving new players more incentive to push for higher-tier materials. As long as we don't have good sinks for large amounts of resources, we're still very careful with exponential fleet growth and the snowballing that comes with it. That's just a nightmare to balance. We've seen how much money players tend to have in late game stages and we think these costs are fair. They're also subject to change based on your feedback, so get playing!"

    • Note: Ship fees are based on how many ships you HAVE right now, not how many ships you founded so far.
      • When one of your ships gets destroyed, the founding fee also goes down again

      [*]Ships 1 - 3 now cost 500 Iron and 0, 0, 1.000 Credits respectively

      [*]Ships 4 - 6 now cost 500 Titanium and 5.000, 10.000, 20.000 Credits respectively

      [*]Ships 7, 8 now cost 500 Naonite and 50.000 and 100.000 Credits respectively

      [*]Ships 9, 10 now cost 500 Trinium and 200.000 and 500.000 Credits respectively

      [*]Ships 11 - 15 now cost 500 Xanion and 750.000, 1m, 1.5m, 2m, 2.5m Credits respectively

      [*]Ships 16 - 20 now cost 500 Ogonite and 3m, 3.5m, 4m, 4.5m, 5m Credits respectively

      [*]Ships 21 and more now cost 500 Avorion and 1m more per ship, with costs increasing by 1m for every 10 new ships

    UI

    • Replaced all icons in-game that were only used as placeholders
    • Added icons & tooltips for uncollectable loot that show why loot is uncollectable
    • Added an alert when pirates attack a sector without players but with player ships
    • Added an alert when xsotan attack a sector with an unmanned player ship
    • Cargo amount in cargo tab is now displayed with dots for better readability
    • Improved clarity of discard blocks button text and tooltip
    • Added a warning window when a player is about to delete his ship in the build mode
    • Implemented warning symbols at the top left of the screen when ping or server performance is bad
    • Galaxy map is now updated correctly when a player ship jumps to an unknown sector

    Misc

    • Implemented a window that shows the latest important changes of the mining update
    • Added a window that shows patchnotes when there has been an update
    • Improved refreshing of positions of objects around the player ship and its targets
      • This fixes several sync-issues, like loot following the player ship or objects not taking damage

      [*]Renamed factories with ambiguous names, i.e. factories that use a production result in their name and have more than one result

      [*]Client

      [*]Networking is now done asynchronically on client

      [*]Pings are more frequent (10 per second) and server answers them immediately, not during update loop (avoids inaccurate pings)

      [*]Improved performance and accuracy of pings (now shows network time only, no longer influenced by update frequency)

    Server

    • Fixed an issue where sometimes server started to hang for everybody when a single player caused large amounts of traffic
    • Fixed an issue where server started to hang for everybody when a single player applied a very large craft plan

    Scripting API

     

    "With the mining rework, we also moved our turret, weapon and fighter generation code to scripts for more transparency and easier modification through modders."

    • Moved turret, weapon and fighter generators to scripts
    • Added a ProgressBar UI element
    • Added getters for amount of different entities in Sector
    • Bosses can now be associated with music tracks
    • Added access to Music API
    • Added function invokeFunction() to client-side Player
    • Added a getter for the player's craft's faction on the client
    • Added a getter for controlling faction in Galaxy
    • Added getters for local & nearest faction in client-side Galaxy
    • Added estimates to sector templates about number of generated stations and ships
    • Fixed several issues where text would be wrongly aligned when set to Center
    • Added a fitIntoRect() function to Picture
    • sendChatMessage() function of Faction, Player and Alliance now allows entities and NamedFormat as sender

    Bugfixes

     

    "As always, bug reports marked with [uBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"

    • Fixed a crash when multiple entities were being pushed away by stations
    • Fixed a wrong callback being called when player changes group
    • [uBR] Fixed shot size not scaling with weapon size
    • [uBR] Fixed an issue where torpedoes could be entered by players, leading to a crash
    • [uBR] Fixed an issue where loot would follow the player ship indefinitely without actually being picked up
    • [uBR] Fixed an issue where objects (mostly asteroids, wrecks) would be in the wrong position
    • [uBR] Fixed an issue where objects (mostly asteroids, wrecks) wouldn't take damage
    • [uBR] Fixed an issue where loot drops for alliance ships were reserved for the players piloting it
    • [uBR] Fixed custom turret design shot colors not being applied to missiles
    • Fixed an issue where shield sounds were played in menus or loading screen
    • [uBR] Fixed an issue where scrolling down in the building quick selection caused items to become hidden
    • [uBR] Fixed an issue where turrets in the quick selection in building mode were reset when opening the building inventory
    • Fixed flickering of faction areas on map when an update of the area comes in
    • Fixed an issue where cargo loot would still "lock on" to ships and follow them even if their cargo bay is full
    • Fixed an issue where station titles in chat messages weren't translated correctly
    • Fixed an issue where crew costs were wrong at shipyards
    • Fixed an issue where client would wait for a 30 second timeout when connecting to a local server in Steam Offline Mode
    • [uBR] Fixed an issue where players with a space in their name could not be invited to trade
    • Fixed an issue where the ship's order icon wasn't reset when entering a craft
    • Fixed an issue where ai factions would get coaxial turrets

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