Boxelware Team koonschi Posted September 29, 2017 Boxelware Team Share Posted September 29, 2017 Patch 0.14.4 Date: September 29th, 2017 Fighter Rework Fighters can now be produced in the hangarAssembly blocks provide a production capacity per second (details see below) Fighters require a certain production effort to be produced A fighter with a required production effort of 20000 takes 100 seconds on a ship with a production capacity of 200 per second A fighter will always take at least 60 seconds to be produced [*]Fighters can be assigned as a blueprint to a squad for production This will destroy the fighter and enable production for the squad [*]Fighter production costs materials [*]Fighter pilots have a high chance of ejecting into space when their fighter is destoyed (95%+) Higher level fighter pilots have a higher chance of ejecting (and thus survival) Ejected pilots can be collected like loot [*]Added a new Assembly Block that speeds up the production of fighters Higher material assembly blocks provide more production capacity Higher level assembly blocks enable more simultaneous productions of fighters But: For 2 simultaneous productions at least 2 assembly blocks are required (and so on) Maximum number of simultaneous productions is 5 [*]Fighters now dodge shots whenever they would be hit Every fighter has 3 dodges per minute and 1 for every professionality level of their pilot When a fighter dodges, it becomes invulnerable to shots for 1 second When all dodges are used up, fighters have a 30% chance (+10% per pilot level, max 50%) of dodging shots Fighters do sick loops and barrel rolls when they dodge a shot Fighter Factory You can now design your own fighters at a fighter factory Combine a plan with 200 or less blocks (WIP, we might change that number later on) with a turret to get a fighter Fighters will deal 30% of the damage that the turret dealt and take over all other stats of the turret (except for independent targeting) Fighter stats can be assigned with + and - buttons The amount of points available for the fighter depends on the rarity of the turret that was used Depending on the used material, fighters will get boosts in several areas Fighter Factories will spawn in newly generated sectors Localization "Thanks to our new platform http://translate.avorion.net and our many hardworking community translators we have finished the first community translations for Avorion. We'll update these translations as we go, and it's possible that a few sentences might not be perfectly translated or missing. If you find translation errors, you're invited to help translating the game into your own native language on http://translate.avorion.net. We want to thank all the members of the community who helped contribute to these translations and who helped improve Avorion! Thank you!" Added support for new languages, these can now be selected in the game menu Added language support for Chinese (Simplified)Special thanks to Tarlafic for administrating the translation and translating the game into Simplified Chinese. [*]Added language support for Chinese (Traditional) Special thanks to AikawaKizuna for administrating the translation and translating the game into Traditional Chinese. [*]Added language support for Russian Special thanks to Kantor for administrating the translation and translating the game into Russian. Gameplay Hangar now shows the amount of deployed fighters No more fighters can be added to a squad if the squad is full and deployed Added sounds for debris effects from last update Fighters can now be transferred between ships AI controlled ships only deploy fighters that match the target (miners for asteroids, etc.) Inertia dampener blocks explode instead of shattering Balancing "Before, fighters were very easy to destroy, so we let them deal as much damage as normal turrets. Now, since fighters are a lot harder to kill and a lot easier to obtain (and maintain!) we think their damage should be reduced." Reduced firepower of combat fighters by 70% Reduced mining DPS of fighters by 50% Reduced prices of force turrets Turret factory spawns more often Client Client automatically sets graphics to low after a startup crash to ensure a successful next startup Game is automatically paused in single player when pressing Escape key UI Updated german localization System upgrades can no longer be favorited or marked as trash in systems tab Added some more loading screen tips for fighter factory and hangar Added more tips about fighters to loading screen Server "These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time." Added a configurable maximum limit of deployed fighters per player/alliance and sector Added a /pause moderator command Pausing only works when there is only one player on the server Added a server configuration option to server.ini for pause Added a server command line option for pause Pause always works in singleplayer by default Added filtering by name to /playerinfo command Added a /destroy moderator command to destroy the currently selected object Player to player damage can now be disabled server-wide /ban, /unban and /give commands now work on offline players, too Added /mute and /unmute moderator commands to prevent a player from sending chat messages Added /ground and /unground moderator commands to prevent a player from doing hyperspace jumps ScriptAPI Entity can now also be created with strings that contain uuids Added a custom SelectionItem that can be used in UI selections Added an interface to FighterAI component to access current target, squad, orders and mothership of a fighter Added an interface to FighterController component to access squad orders Added a FighterOrders enum Added a WeaponCategory enum Added getSectorCoordinates() function to Player Added sendChatMessage(...) function to Alliance Client script API forbids io and os librariesException: os.time() [*]Added a playerToPlayerDamage property to ScriptServer Bugfixes "Bug reports by users are, as always, marked with [uBR]. Thank you guys for helping, testing and contributing. Keep it up!" Fixed a rare crash when some entities get deleted Fixed a crash/hang in delivery mission [uBR] Factions that are at war with players and that would attack anyways will no longer scan for stolen cargo [uBR] Factions that are at war with each other send less traders into enemy territory [uBR] Fixed cargo UI showing cargo with an amount of zero [uBR] Fixed insurance paying when station founders are transformed into a station [uBR] Fixed a few turret duping issues [uBR] Added missing RCON config to server.ini [uBR] Added missing script background threads config to server.ini [uBR] Fixed quick spinning of ship after loading screen [uBR] Fixed loading screen hanging after pressing space [uBR] Fixed Xsotan AI inaggressive in some cases [uBR] Fixed hangar shields not being scaled when scaling whole ship in building mode [uBR] Fixed crew transfer gui showing wrong numbers after transferring crew [uBR] Fixed Habitat, Casino and Biotope missing from trading overview [uBR] Changed screenshot filenames to the same format as Steam [uBR] Fixed fighters flying away instead of staying with the mothership when circling or defending [uBR] Fixed building mode closing (and not windows) when pressing Escape [uBR] Fixed several performance issues in hangar when lots of productions are active [uBR] Fixed an issue that led to durability of fighters degrading [uBR] Fixed stolen cargo being picked up even though cargo bay is configured otherwise [uBR] Fixed dumped cargo rotating strangely [uBR] Fixed inventory selection item highlights sometimes being white boxes in fighter factory [uBR] Fixed scrapyard licenses not running out for Alliances Fixed a few issues that caused crashes when accessing Alliance members Fixed a crash when ips.txt file is unavailable [uBR] Fixed an issue with wrong display and selling price of several fighters [uBR] Fixed an issue with the chat flood protection [uBR] Fixed an issue where hull repair lasers don't work because they only hit the shield [uBR] Fixed an issue where galaxy map would highlight all sectors when only a space was entered [uBR] Fixed the engineer in the bottan quest spawning multiple times [uBR] Fixed an issue that prevented proper building with the copy-paste tool [uBR] Fixed an issue that let some blocks be unselectable for a while [uBR] Fixed typo in german localization [uBR] Fixed an issue where operation exodus wouldn't be accomplished when the Xsotan artifact is collected Link to comment Share on other sites More sharing options...
Hammelpilaw Posted September 30, 2017 Share Posted September 30, 2017 Awesome, thanks :) Link to comment Share on other sites More sharing options...
Dirtyredz Posted October 1, 2017 Share Posted October 1, 2017 Another great update, thankls for all your work. Link to comment Share on other sites More sharing options...
NITROtbomb Posted October 2, 2017 Share Posted October 2, 2017 Looks great!! Can't wait to try it out Link to comment Share on other sites More sharing options...
DivineEvil Posted October 6, 2017 Share Posted October 6, 2017 Those Fighter dodges are out of hand at the moment tho. If they're going to work with the dodge system as it is now, they at least should be bigger targets. I still would prefer taking reduced damage over avoidance to make fighter HP to make a difference. Link to comment Share on other sites More sharing options...
Mi Ton Posted January 27, 2018 Share Posted January 27, 2018 Sorry for late post, i just startet over again after a break of 6 month. Thank you so much for this big step. This is how i like it, letting my people do the work, while i can do more importend things. ;D But one thing is not clear for me. At the fighter factory i noticed something strange. The turret damage is decreased to 30% as expected, but for rocket turrets, cannons and railguns the firing rate is changed as well. For every turret in a different way, which can lead to a dps decrease of factor 20, as i could see. And in some seldom cases the firing rate is increased. Is this intended? ;) Link to comment Share on other sites More sharing options...
Wanderer Posted January 29, 2018 Share Posted January 29, 2018 I have noticed the same thing, but this is why i guess: if you have insane fire rate, your fighters are going to be op. 1 problem: all of the fighters become laser or tesla fighters that do insane amounts of dps anyways... maybe its an idea to do it for burst fire and not overheating? Link to comment Share on other sites More sharing options...
Mi Ton Posted January 29, 2018 Share Posted January 29, 2018 Yes, maybe its the compensation of overheating. :) Link to comment Share on other sites More sharing options...
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