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Avorion : A procedural co-op space sandbox
Asid:
Avorion Update 2.0
Tue, 9 March 2021
We’re celebrating our anniversary and want to tell you more about our next huge update!
It's crazy how time flies! It’s been a whole year already since Avorion left Early Access!
We are super happy with how things have been going! That’s why we have a little surprise for you:
Update 2.0 will introduce massive changes that will fundamentally improve many aspects of the game:
- New progression system in which players acquire building knowledge of the various materials
- New “Classic Avorion” scenario without the new progression
- Fully configurable “Free Play” scenario
- Captains with specialized talents and personalities
- Improved AI orders to send your ship to go mining, trading, scouting and more
- Improved UI visuals
- Improvements to the independent targeting mechanics
- Many QOL improvements like less micro management, easier traveling to far away sectors and crew management, autopilots, many balancing changes, UI improvements like a sector overview that shows available missions, goods and crew members of all stations, and many more!
Update 2.0 will improve game mechanics that might not feel perfect at the moment. Many of these changes will make Avorion feel like a new game, that is why the title of the update will be “Avorion Update 2.0”.
More details about the specific changes will be coming over the next few weeks. Stay tuned!
Asid:
Update 2.0 News Flash: New Captains!
Tue, 13 April 2021
Infos about the new captains
Captain’s Classes
We noticed that hiring captains used to be a bland affair that was necessary but rather boring. This did not go in accordance with our vision of the game. The new captains will have up to two classes, for example “Merchant”, or “Scavenger”, with their own individual capabilities. Captains will gain experience when completing commands, and leveling up will make them even more effective.
Captain’s Perks and Quirks
To show that each captain has their own personality, we also added character traits that make each captain special. These traits influence how well a captain is able to perform a certain task, so always make sure to put the right person on a certain job! Which captains you will be able to hire depends on at which stations you look for them and how much you are willing to pay. But don’t worry: none of the new captains will be able to do less than the old captains, but many of them will be capable of doing so much more!
Stay tuned for another Update 2.0 news flash next week!
Asid:
Update 2.0 Newsflash - New Progression
Tue, 20 April 2021
We will be introducing improvements to the progression with Update 2.0
Building Knowledge
Today we’ll give you some info on the new progression system! We want the journey towards the center of the galaxy to be more challenging. From now on, you’ll have to unlock Building Knowledge about each new material (starting with Naonite, you’ll start out with knowledge about Iron and Titanium) before you’ll be able to use it for ship building. Unlocking the next material will also unlock the ability to build bigger ships with higher subsystem socket numbers.
There will be different ways to get your hands on above Building Knowledge. In any case, we want players to prove themselves in a new area before they can unlock the next building tier. You can get the knowledge for the next material by either beating a boss in the area or a difficult pirate encounter. In case you’re not the fighting type you can also buy the building knowledge at a shipyard from an allied faction in the specific region.
Processing Power Revisited
Building Knowledge will not only allow you to use the materials, but the higher-material knowledge you acquire, the more functional blocks you will be able to add to your ships. Adding functional blocks will not only increase the processing power but also the number of subsystem sockets of your crafts. This has always been part of the game, but now we’re visualizing it better. While taking a hard look at the processing power requirements for subsystem sockets we realized that some number tweaking might be necessary, so from now on you’ll unlock new upgrade sockets earlier (less processing power required)!
Existing Saves & Avorion Classic Scenario
Finally, the new progression will only be active for newly created galaxies. All your old savegames will remain the way they are. In case you’re not a fan of the new progression and prefer the more sandboxy approach, we are also going to introduce a new “Classic Avorion” scenario which allows you to play without the new progression. Whenever you create a new galaxy you will be able to select the option in the main menu.
Asid:
Beta Branch Patch 1.3.8 - Patchnotes
Tue, 25 May 2021
French and Japanese localization are now available, plus some bugfixes!
We're introducing official French and Japanese localizations, and while we're already at it, fixing a few bugs.
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 Branch - Newest Changes & Experimental Features'.
Languages
"As our community is growing all over the world, we want to support more languages. In this patch we happily introduce the new supported languages of French and Japanese."
• Added French localization
• Added Japanese localization
General
• Torpedo shafts can now fire when not assigned to a group
• Reduced default size of damage numbers
• Improved performance of durability weakness effects
• Improved performance of line break algorithm
• Implemented a prototype functionality to enumerate all values in an Enum
o Enums can now be converted to a table via enumerate() (ie. BlockType.enumerate())
• Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
Bugs
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
• [UBR] Fixed an issue where all players end up in the same sector once 3000+ players are registered
• Fixed an issue where safe mode was always on (even when turned off) when transforming a shipyard-requiring block into a non-shipyard requiring block without a shipyard in the sector
• Fixed an issue where colors weren't correctly translated in building mode
• Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
• Fixed an issue where upgrades of ships could disappear through breaking blocks
• Fixed an issue where clicking coordinates in chat was possible while mouse was visible or obscured by windows
• Fixed an issue where the Hermit Dialog wasn't shown when another player already spawned Swoks in that sector
• Fixed an issue where Exodus Mission wasn't updating correctly
• Fixed a GPU memory leak
Asid:
Update 2.0 Newsflash - Dev Progress
Tue, 29 June 2021
We're bringing you up to speed to the current development state of Update 2.0!
Hello everyone!
The big update 2.0 is nearly done and we are working on the last few open points! We’d like to use this week’s announcement to update our development roadmap and show you the progress that we’ve made:
DONE:
• Better UI visuals
• New progression system based on knowledge for different materials
• Scenario: "Classic Avorion" without the new progression
• Improvements to Independent Targeting
o Removal of the 50% damage penalty
o Amount of independently firing turrets can be increased with various existing and new upgrades
• Less micro-intensive commanding of ships
o 10 new or updated commands (ie. go fly a trade route, go salvage, go explore)
o Captains with classes & perks
o Improved performance for remotely operating ships
• Bounties on Bulletin Boards
• More civilian ships for improved flair
• Improved visuals for busy sectors
• Tons of QoL
• More diverse faction areas on the galaxy map
o Central vs. outer regions where different rules apply
• Player Profile w/ Milestones
• Crew Improvements
o QoL; Sergeant, Lieutenant, etc. will be ranks within professions and no longer separate professions
• Hyperspace Jump Improvements
o QoL; Improvements to game flow, jumps, reduction of waiting times
• Fighter Improvements
o QoL; Fighters will be remote-controlled, will support boosting, will be cheaper to build but require stricter preconditions to have them on the ship
• Autopilots
• Scenario: "Free Play" that can be configured to your individual liking
• Torpedo loot drops
• Improvements to the tutorial
• Listing of build mode features & "tricks" in the encyclopedia
IN WORK:
• A Secret Boss
• Various community-requested & QoL features
• Updates to the Encyclopedia
• Polishing, Bugfixing
STILL TO DO:
• Nothing - we don’t have any other big topics that we’re not already working on! :)
Release Roadmap
So by now, you’ve probably realized that Update 2.0 won’t release in Q2. The good news is that the big topics are done (hooray!) and we’re currently still working out some last kinks and bugs. As we’ve stated in another announcement a few weeks ago, game development is highly iterative (compared to “regular” software development) and we don’t want to burn our 5-person dev team out. That wouldn’t help anybody. We don’t want to ruin the 2.0 update hype with a buggy and rushed release. Also, we’re currently deciding which community-suggested features we’ll be adding to the game, so go vote on our forum, if you haven’t already!
So what’s coming next? One thing we can promise: It won’t be too much longer! Right now we're doing stress-testing, PR stuff like a trailer and informing influencers and media, etc. Over the coming weeks, we’ll get some closed beta-testing started (if we decide to include some community members, you will definitely hear from us), followed by the update being made available on the beta branch, just like any other regular release. After it performs well on beta, it’ll be released to the default branch.
See you next week!
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