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Offline Asid

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Re: Avorion : A procedural co-op space sandbox
« Reply #45 on: August 25, 2021, 11:32:07 PM »
Beta Branch Patch 2.0.3 - Patchnotes

Improved Fighter AI, balancing adjustments, and some major UI improvements!

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'.


Gameplay
"A few AI adjustments (mostly fighters) and some minor goodies."

•   Added a buyable beacon that can be deployed with a customizable message
•   Ship AI is no longer limited by range of PDCs when they have other weapons they could use
•   Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock
•   Improved fighter AI when returning to mothership
•   Player fighters without mothership (and thus without pilot) now fly in circles
•   NPC fighters without mothership (and thus without pilot) now explode
•   Dropped building knowledge is now reserved for 1h instead of 2min

Balancing
"We're adjusting fighters slightly again because this time we overdid it a little. Those changes should tone them down slightly from their current status as indestructible killing machines. We're also giving the different shield upgrades a more distinct use."

•   Increased resources necessary for production of fighters on ship slightly
•   Increased range of Anti-Fighter cannnons by 1km
•   Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done
•   Guaranteed dodges recharge over a period of 60s instead of 120s
•   Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel])
•   Strong escort ships and escorting commodores now reduce base attack chance (which couldn't be reduced before)
•   Slightly reduced yields from mining & salvaging safe mode
•   The trader that is attacked by pirates no longer dies in 2 seconds
  •   It's now 120s, except when you're helping them with the dying
•   Increased amount of shields provided by energy to shield converter subsystem
•   Shield boosters now give a flat bonus to shield instead of a percentage
•   Reduced maximum amount of goods available for Trade Command in early game
•   Reduced random spawn rate of bosses slightly, since people jump more often now
•   Reduced prices of torpedoes by 56%

UI
"We're now communicating better what the different intricacies of the different operations are. And we've got a brand new scenario selection for Singleplayer games! Apart from that: More UI QoL and other good stuff!"

•   Improved UI of operations
  •   Colored price percentages of sell command
  •   Added better communication about sell command prices, captains and trading subsystem
  •   Added a warning sign to sell command for dangerous or otherwise problematic goods
  •   Added better communication about procurement contract prices, captains and trading subsystem
  •   Scout operation now communicates which hidden mass sectors the captain will uncover
  •   Refine operation now communicates speedup through a nearby owned resource depot
•   Added a new scenario selection UI for singleplayer games
•   Added a slider to configure loot highlighting (starting at which rarity)
•   Added filtering by ship & station in the fleet overview
•   Context menu in ship weapons overview is now disabled when in drone
•   Added a 'Travel Hub Blue' color for Travel Hub beams
•   Added an encyclopedia line to Travel Hub entry on how to build the beams in player-owned Travel Hubs
•   Added little markers to turret icons for the different slot types
•   Improved text for leveling of captains
•   Added a loading screen tip for turret placement, to avoid unfortunate placement of turrets on the front of the ship
•   Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship
•   Building mode orientation arrows are now no longer rendered if UI is hidden
•   Added keybinds to move main plane in Strategy Mode
•   Tag icons set in name of alliance are now shown on map
•   Assigning a captain no longer triggers the passenger notifications
•   Assigning from/to vanilla crewmembers will no longer trigger a notification
•   Added loading screen tips about several intricacies of operations
•   Energy Tab is now more compact and fits on screen for lower resolutions

Misc
•   Added debug output to find some bottlenecks
•   Fighter engine trails are now longer when boosting on particle setting "High"
•   Added a hotkey binding to select own ship (unbound by default)

Bugfixes
"No patch without some good old bug fixing! As usual, User Bug Reports that were submitted via our bug reporting tool are marked with [UBR]! Thanks to such a great community and keep it up!"

•   [UBR] Fixed an issue where Xsotan artifacts didn't stack in inventory
•   [UBR] Fixed an issue where several bosses didn't react to alliance ships as enemies
•   [UBR] Fixed an issue where loot transporter wasn't set as a friend during dialogs in mission encounters
•   Fixed an issue where faction languages could degenerate when saving
•   [UBR] Fixed an issue where the adventurer could change names
•   [UBR] Fixed an issue in a Family mission when there was no associate
•   [UBR] Fixed an issue where fighters could become slightly too big (ie. monstrous)
•   [UBR] Fixed an issue where it was possible to send a ship into background simulation even though it had a durability malus
•   [UBR] Fixed an issue where fighter models could be too small
•   [UBR] Fixed an issue where ships sometimes used repair turrets on enemies while attacking them
•   [UBR] Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available
•   [UBR] Fixed an issue where block textures weren't rendered correctly in UI
•   [UBR] Fixed an issue where tooltips of escort ships weren't translated correctly
•   [UBR] Fixed some wrong tooltips in captain tooltip
•   [UBR] Fixed an issue in crew tab where text could read 'due in 0 seconds'
•   [UBR] Fixed an issue where "Pirate Raid" mission could get stuck when there were too many holo blocks on the ship
•   [UBR] Fixed an issue where the Sell Command could show the wrong prices
•   [UBR] Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang
•   [UBR] Fixed an issue where the highest price of a good in Sell Command never went into negative regions
•   [UBR] Fixed several issues where missions didn't yield reputation when doing them in an alliance ship
•   [UBR] Fixed an issue where ships could get stuck for a certain time during mining and salvaging
•   [UBR] Fixed an issue where ships returning from background simulation would drop cargo when having cargo subsystems installed
•   [UBR] Fixed loot not being synced when reservation values are changed
•   [UBR] Fixed an issue in auto fire mode where turret didn't attack currently selected target
•   [UBR] Fixed some issues in localizations
•   [UBR] Fixed several issues in search and rescue mission:
  •   Spawned wreckage can no longer have captain logs with conflicting dialog
  •   [UBR] Dialog option to give information is no longer shown on any ship or station
  •   [UBR] Location bulletins are now immediately updated if correct sector was found
  •   Only correct sector is now marked as target location if correct sector was found
  •   Added description line to tell player what to do with the wreckage
  •   Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about
•   [UBR] Fixed several issues where legendary turrets had wrong crew members
•   [UBR] Fixed an issue in trade command where doing 2 consecutive flights caused double the profit even if it was just 1 more good being transported
•   [UBR] Fixed an issue where players could have bad starting relations to their home sector faction
•   [UBR] Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them
•   [UBR] Fixed broken display of stats in shipyard
•   [UBR] Fixed an issue where player to player damage could still happen even when disabled
•   [UBR] Fixed an issue where fire power of a ship didn't update properly when all turrets were removed
•   [UBR] Fixed an issue where turrets could show up in System Upgrades inventory
•   [UBR] Fixed an issue where not all captain commands were listed on lower resolutions
•   [UBR] Fixed an issue where turret factories showed the wrong turrets sometimes

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Offline Asid

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Re: Avorion : A procedural co-op space sandbox
« Reply #46 on: August 27, 2021, 11:25:07 PM »
Beta Branch Patch 2.0.4 - Patchnotes
Fri, August 27, 2021


We're making some nice improvements to the fighter UI and the galaxy map, and fixing tons more 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'.

Gameplay
•   AI can now use multi-harvest turrets to both mine or salvage

Balancing
"Buffing energy to shield converters a little more to make them more competitive. We're also reducing pirate HP to speed up combat encounters a little and make things a little easier, since especially in the core they could quickly overwhelm. Their firepower will remain untouched, this only concerns their HP, and also only for pirates."


•   Energy to shield converters now stack with other shield bonuses
•   Improved shields given by energy-to-shield converter to give better shield +% than previous shield boosters
•   Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the limitations on ship size
•   This also speeds up combat with pirates in general


•   Adjusted building knowledge drop (and mission) to be more on par with actual material spawn

UI
"We made some major improvements to the fighter UI and the galaxy map! Plus some more generall UI goodness."


•   Fighters
•   Added small HP bars for fighters when showing the entire squad
•   Added small markers for fighters
•   Added HP bars for deployed fighter squads


•   Galaxy Map
•   Alliance ships are now no longer shown in galaxy map ship list when alliance infos are hidden
•   The currently tracked mission can now be shown on the galaxy map
•   Galaxy map now remembers its configurations for each save


•   Wormholes are now selectable in strategy mode
•   Ships can now be sent through wormholes in strategy mode
•   Added more localization strings (almost done with all languages, yay!)
•   Force turrets are now also compared by force when sorting by damage in inventory

Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"


•   [UBR] Fixed an issue where players' ships and stations were attacked by bounty hunters when it should have been other factions (when at war) or pirates
•   [UBR] Fixed some localization issues
•   [UBR] Fixed an issue where the trader attacked by pirates still died too quickly
•   [UBR] Fixed an issue where energy to shield converter subsystem showed the wrong stats for permanent installation
•   [UBR] Fixed an issue where energy to auto turret subsystem showed the wrong stats for permanent installation
•   [UBR] Fixed an issue where the news window didn't update properly
•   [UBR] Added fail safes to tutorial to progress according to underlying mission so that destruction phase always works
•   [UBR] Fixed an issue where title/class of ship wasn't properly restored when returning from background simulation
•   [UBR] Fixed an issue where pirates attacked each other in 'Eliminating Rivals'
•   Reading this I realize the irony of the bug with the mission's name


•   [UBR] Fixed an issue where factories could use shuttles to overdeliver more goods than they had in stock
•   [UBR] Fixed an issue where salvage command displayed an error about weapons being used when in fact it wasn't relevant
•   [UBR] Fixed an issue where introduction missions could spawn on the other side of the barrier
•   [UBR] Fixed an issue where the reticle of beacons was visible in build mode
•   Fixed several server-side crashes
•   Fixed an issue where turret factory ingredient mission didn't get properly tracked on restart
•   [UBR] Fixed a few issues in display of texts of captains' perks and orders
•   [UBR] Fixed coaxial turrets triggering the hint for unfortunate turret placement
•   [UBR] Fixed stations triggering the hint for unfortunate turret placement
•   [UBR] Fixed an issue where mothershipless fighters' models weren't cached, leading to performance issues
•   [UBR] Fixed a crash when getting destroyed or jumping with the weapons overview window open
•   [UBR] Fixed a crash when jumping via auto pilot with the strategy mode open
•   [UBR] Fixed an issue where invalid characters could be added to ship name text box
•   [UBR] Fixed an issue where ship names could overflow the UI
•   [UBR] Fixed an issue where some projectiles were displaced after being fired
•   [UBR] Fixed an issue where enablers of different input contexts would block other keys
•   ie. Ctrl-W in StrategyMode blocked pressing W (while Ctrl held) in build mode, even though there was no Ctrl-W combination in build mode input context


•   [UBR] Fixed an issue where wrong stats were displayed in ship tab
•   [UBR] Fixed an issue where stations were limited in sockets by building knowledge
•   [UBR] Fixed an issue where turret designs weren't restored correctly when repairing
•   [UBR] Fixed an issue where turret designs flickered on undo/redo
•   [UBR] Fixed an issue in "A lost friend" where sometimes captains didn't have a primary class
•   [UBR] Fixed an issue in "A lost friend" where it wasn't available at Casinos and Habitats
•   [UBR] Fixed an issue in "A lost friend" where it would never yield a Daredevil
•   [UBR] Fixed an issue in "A lost friend" where the marker for a wreckage wasn't rendered at the correct position
•   [UBR] Fixed an issue with icons not being cleared in fleet overview
•   [UBR] Fixed a crash when jumping with the ship window open
•   [UBR] Fixed an issue where ships behaved strangely after salvaging or mining is finished
•   [UBR] Fixed an issue where Harvest and Repair AI no longer used existing turret groups with enabled autofire
•   [UBR] Fixed an issue where fighters could mine hidden treasure asteroids even though the mothership didn't have the equipment nor captain to detect them
•   [UBR] Fixed an issue where ships couldn't mine hidden treasure asteroids even though the mothership had the captain to detect them
•   [UBR] Fixed an issue where ships didn't mine nor salvage when they only had fighters and no mining/salvaging turrets

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Offline Asid

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Re: Avorion : A procedural co-op space sandbox
« Reply #47 on: August 31, 2021, 11:48:53 PM »
Beta Branch Patch 2.0.5 - Patchnotes
Tue, August 31, 2021


We're adding some more QoL improvements and fixing crashes!

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'.

Gameplay
"More general QoL for everyone! Ships now stop when they don't have a salvaging license in a scrapyard, gems now have a purpose, and we've added a 'stealthy' swiftness so that you can tell your ships more safely to fly somewhere with minimal attack problems."

•   Salvage AI now stops when its salvaging license runs out
•   Gems are now bought by Habitats and Casinos
•   Added a "stealthy" swiftness for travel command with very low attack probability but high travel time
•   Commodores of escorting ships now properly reduce attack chance for Travel Command
•   AI ships can now use armed auto turrets to defend themselves while mining/salvaging
•   'Dock to station', 'peaceful patrol' and 'refine ores' AI states now set the ship to 'passive' instead of 'idle' to avoid spinning
•   Asteroids are now guaranteed in scrapyard sectors to avoid mining ships appearing and doing nothing
•   Captains can now no longer be Intimidating and Harmless at the same time

Balancing
"We're buffing the normal delivery missions to make them more worthwhile, and there will be more missions available in general. We're also changing the mine/salvage operation safe mode, and you won't be able to use absolute minimum effort ships in areas where they're obviously outclassed. It's been pointed out to us that sending a 2 slot iron ship to mine for 4h in (1:1) without it being in any danger doesn't feel balanced and we agree. They'll need to be at least a little bit on par with ships in the area or you'll have to use an escort to protect them."

•   Doubled base rewards for delivery missions
•   Delivery mission bonus reward now scales with location in the galaxy
•   Doubled base rewards for resource shortage missions (now 4x the good's price)
•   Resource shortage mission bonus reward now scales with location in the galaxy
•   Increased number of available bulletin board missions
•   Increased likelihood of Tier III captain mission
•   Mine Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
•   Salvage Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
•   Energy drain of energy to shield converter is now static for each rarity
•   Increased prices of energy to shield converter upgrades to be more on par with other upgrades
•   Increased fluctuation of the amount of goods available through trade contracts
•   Reduced reputation gain of a few side missions from +10000 to +7500 to make them more on par with other missions
•   Clearing out a pirate sector now grants +3500 reputation to a nearby faction

UI
"Some more UI QoL improvements, enjoy!"

•   Added an alternative view for ship weapon overview that doesn't fill out the selection by slot, but by turret
•   Added better error messages as to why a captain can't sell something (esp. which good is problematic)
•   Readded display of total crew salary
•   Escorting ships now additionally show the description of their escorted ships
•   Added a config option to enable/disable encyclopedia pop ups
•   Improved Translations
•   Improved rendering performance of map tag icons when there are many icons

Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"

•   [UBR] Fixed some wrong translations
•   [UBR] Fixed an issue where fighter AI was not properly detecting wreckages
•   Fixed an issue where unowned objects were shown as purple instead of grey
•   [UBR] Fixed an issue where seeker shots of autopiloted ships targeted the wrong objects on the client
•   [UBR] Fixed an issue where autopiloted ships aimed badly on the client
•   [UBR] Fixed an issue where mines didn't buy things as intended
•   [UBR] Fixed several issues where jumping into some specific sectors could cause the game to crash
•   [UBR] Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
•   [UBR] Fixed an issue where auto turrets were shooting ships that were assigned as friends
•   [UBR] Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
•   [UBR] Fixed an issue where upgrades could get lost on reconstruction
•   Fixed a few script crashes
•   [UBR] Fixed an issue where the boost of ships would continue over loading screen, draining too much energy on hyperspace jump
•   Fixed a performance issue in UI of Mine and Salvage Operation
•   Fixed an issue where missions weren't tracked correctly
•   [UBR] Fixed an issue where academy was reset when a ship went on an operation
•   [UBR] Fixed an issue where cloning pods were reset when a ship went on an operation
•   Fixed an issue where repairing turret bases crashed the game
•   Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
•   Fixed some crashes in commands when using them with alliance ships
•   Fixed a crash in strategy mode when hovering an object that was just destroyed
•   Fixed an issue where hangar didn't properly detect highest material of deployed fighter
•   [UBR] Fixed an issue where mining/salvaging fighters were recalled all the time by its mothership while mining
•   [UBR] Fixed rigid and coaxial turrets being able to shoot through the ship
•   [UBR] Fixed an issue where procurecommand's "stolen" checkbox was still checked and used even though it was invisible
•   [UBR] Fixed an issue where hyperspace engine cooling would show the wrong times

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Offline Asid

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Re: Avorion : A procedural co-op space sandbox
« Reply #48 on: September 07, 2021, 11:59:05 PM »
Update 2.0 - Now Available!
Tue, 7 September 2021



New Progression, better UI and tons of improved features!

We’re incredibly happy to announce that Avorion is now finally ready to have another version increase! With update 2.0 we bring you a ton of Quality of Life improvements. We have streamlined several features and massively improved the UI! We’re absolutely thrilled about this update and hope that you are, too!

Thank you for buying Avorion, supporting us and for helping us make this game better and better!




New Progression
With this update we’re introducing a new experience that makes the game a ton more fun. The new progression keeps players on their toes, challenging them in a new way and encouraging them to try new things.

Instead of being able to build everything right from the get go, the new system requires you to build with the materials at hand and limits the processing power and size a ship can have. To unlock the next material you have to acquire the building knowledge for it. This can be done by either fighting a boss or a difficult pirate encounter, or, if you’re not the fighting type, it can be bought at Shipyards.

With this you can experience the game in a new way! Explore regions and their materials and learn how to use their advantages to build the perfect ship to overcome the next challenges.



And if we weren’t able to convince you - you can simply go back to the old system and play the game in the new Classic mode, too!

Captains, Commands and Crew Improvements
Our old captains got some love with this update. They now have personalities, perks and quirks and are much more autonomous. Instead of having to click a ton to set up a good mining route, you can now simply make a contract with your captain. You tell them where to go and which ships to take as an escort, and they will handle everything around it. From finding the sectors with asteroids to refining the collected ores, and regularly sending you their yields, everything will be taken care of.
Of course, we’ve done that not only for mining. The new commands include everything necessary to live a comfortable life in the galaxy, such as trading, scouting and even traveling long distances!



With the introduction of the captains we’ve also reworked how the crew in general works. In short - you now need less crew, but can over-assign posts to achieve up to 200 % efficiency! And you no longer need to hire higher ranked crew members, as your crew automatically promotes crew members as soon as higher officers are needed. This should make finding enough crew for your awesome battleship much easier!

Player Profile
To keep better track of what you’ve achieved on your playthrough, we added a new Player Profile section. In this section you get an overview of all the things you can do in Avorion. We hope that you’ll have just as much fun unlocking the milestones as we do!



Fighters
We’ve rebalanced fighters and among several changes to their stats we’ve also improved their overall gameplay feel. With improvements to their AI, pilots now staying on the ship and not getting lost if the fighter is destroyed and fighter production having been reworked (both in cost and time), the carrier playstyle will feel much more viable now.
Additionally squads now get one overall squad skin, so that all fighters within a squad have the same look. This also means that the game performance around fighters is much better!

Hyperspace engine
The hyperspace engine got lots of love as well. In short, your hyperspace engine will now charge before the jump and can even do several consecutive jumps without having to reopen the map every time! Additionally, hyperspace jumps need much less energy in total now and with the new animation and sound they feel a lot smoother.



Autopilot
And last but not least, the universally most wished feature is here! Every ship is now equipped with a powerful autopilot that can do menial in-sector tasks for you. Docking to a station, flying somewhere, mining or salvaging, repairing or attacking ships, … Give the order and lean back while your ship does all the work!

This is only a small selection of what is actually contained in the new update. For full details check out the final patchnotes for Update 2.0

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Offline Asid

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Re: Avorion : A procedural co-op space sandbox
« Reply #49 on: September 16, 2021, 11:41:06 PM »
Beta Branch Patch 2.0.7 - Patchnotes
Thu, 16 September 2021


We're making a few adjustments to mine, salvage, procure, and fixing more 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'.

Gameplay
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here as well for the sake of completion."

Added possibility to repeat the dialog with a wreckage in "A lost friend"
Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
Mining/Salvaging ships now return to the sector they were sent away from upon return

Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."

Procure command now takes more time when very large amounts of a single good are bought
Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
Threshold ’1.500.000 at the outer edge, ’30.000.000 at the core
Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)

UI
Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
Shortened German translation of label in scout command UI for better alignment
When under attack, the map now shows the name of the attacked station or ship

Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"

[UBR] Fixed a crash in dedicated server tool UI
[UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
[UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
Fixed some script crashes in scout command
Fixed in-sector orders sometimes not longer being persistent over restart
Fixed an issue where strategy mode buttons weren't working properly
[UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
[UBR] Fixed an issue with Commodore captains and the “careful” trait
[UBR] Fixed an issue where operation exodus would give an invalid code fragment
The cavaliers mission “Protect the Transport” can now handle dialog partners being killed during dialog
[UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
[UBR] Fixed several issues in investigate missing freighters mission
The mission can no longer send player to the other side of the barrier
Player now needs to dock to the station to receive potatoes

Fixed an issue with crew strikes
Fixed an issue in torpedo introduction mission if player had already started it in an old version
[UBR] Fixed a script crash in player profile
[UBR] Fixed a crash in Strategy Mode
[UBR] Added offset in captain's certificate to account for difference in shown vs actual level
[UBR] Orderchain is now cleared on relog if an invalid order is contained
[UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
[UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
[UBR] Fixed an issue where captains had a size of four instead of two crew members
[UBR] Fixed an issue where some bosses won’t spawn if a player switches to ship instead of jumping in themselves
[UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
[UBR] Factions can no longer have none coaxial weapons with coaxial in their name
[UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
[UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
[UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
[UBR] Fixed an out of memory crash
[UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
[UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
[UBR] Fixed an issue where Scout command didn't uncover some sectors
Fixed an issue where final exodus beacon's indicator was visible in building UI
[UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
[UBR] Fixed an issue where auto turrets were reset when scaling the ship
[UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
[UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
[UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared


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Re: Avorion : A procedural co-op space sandbox
« Reply #50 on: September 29, 2021, 11:40:22 PM »
Patch 2.0.7 is now live!
Wed, 29 September 2021



Balancing improvements and bugfixes

After performing well on the beta branch, patch 2.0.7 is now live on default!

Gameplay
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here now for the sake of completion."

    Added possibility to repeat the dialog with a wreckage in "A lost friend"
    Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
    Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
    Mining/Salvaging ships now return to the sector they were sent away from upon return


Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."

    Procure command now takes more time when very large amounts of a single good are bought
        Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
        Threshold ’1.500.000 at the outer edge, ’30.000.000 at the core
        Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)


UI

    Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
    Shortened German translation of label in scout command UI for better alignment
    When under attack, the map now shows the name of the attacked station or ship


Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"

    [UBR] Fixed a crash in dedicated server tool UI
    [UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
    [UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
    Fixed some script crashes in scout command
    Fixed in-sector orders sometimes not longer being persistent over restart
    Fixed an issue where strategy mode buttons weren't working properly
    [UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
    [UBR] Fixed an issue with Commodore captains and the “careful” trait
    [UBR] Fixed an issue where operation exodus would give an invalid code fragment
    The cavaliers mission “Protect the Transport” can now handle dialog partners being killed during dialog
    [UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
    [UBR] Fixed several issues in investigate missing freighters mission
        The mission can no longer send player to the other side of the barrier
        Player now needs to dock to the station to receive potatoes

    Fixed an issue with crew strikes
    Fixed an issue in torpedo introduction mission if player had already started it in an old version
    [UBR] Fixed a script crash in player profile
    [UBR] Fixed a crash in Strategy Mode
    [UBR] Added offset in captain's certificate to account for difference in shown vs actual level
    [UBR] Orderchain is now cleared on relog if an invalid order is contained
    [UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
    [UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
    [UBR] Fixed an issue where captains had a size of four instead of two crew members
    [UBR] Fixed an issue where some bosses won’t spawn if a player switches to ship instead of jumping in themselves
    [UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
    [UBR] Factions can no longer have none coaxial weapons with coaxial in their name
    [UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
    [UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
    [UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
    [UBR] Fixed an out of memory crash
    [UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
    [UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
    [UBR] Fixed an issue where Scout command didn't uncover some sectors
    Fixed an issue where final exodus beacon's indicator was visible in building UI
    [UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
    [UBR] Fixed an issue where auto turrets were reset when scaling the ship
    [UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
    [UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
    [UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared
    [UBR] Fixed an issue where the boxes displaying the amount of cargo to dump did not scroll
    [UBR] Fixed an issue that led to AI ships attacking gates
    [UBR] Fixed an issue where prices of subsystems could overflow
    [UBR] Fixed and issue where the name of one color in the building menu was not displayed
    [UBR] Fixed an issue in Trade Contract where captain perks could reduce time of flight too much
    [UBR] Fixed an issue where generation of captains' perks wasn't deterministic, leading to other captains being received in the captain mission than displayed in their certificate
    Fixed an issue where obsolete or destroyed ships could be selected on the galaxy map
    Fixed several issues in bounty hunt mission, captain mission and a family storyline mission
    [UBR] Fixed an issue where camera didn't properly reset when exiting Strategy Mode
    [UBR] Fixed an issue where blueprint filtering in turret factory didn't properly reset when changing tabs


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Re: Avorion : A procedural co-op space sandbox
« Reply #51 on: November 12, 2021, 11:46:35 PM »
Beta Branch Patch 2.0.10 - Patchnotes
Fri, November 12, 2021


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'.

Gameplay
Added new option to free play mode to have building knowledge limit only block materials and not processing power
Added more ways to acquire building knowledge
Building knowledge can now be bought for ores at Resource Depots
Building knowledge can now be bought at a Smuggler's Outpost for a lot of money

Starting at Titanium, with each material tier you can now found +4 ships (up from +2 Naonite; +3 Trinium; +3 Xanion; +4 Ogonite)

Balancing
Increased jump range added by hyperspace blocks by 50%

UI
Improved highlighting in tutorial

Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
Fixed crashes in the package mission
Fixed a crash when a station that is currently pulling a ship to its dock is deleted
[UBR] Fixed an issue where alliance relations weren't considered when interacting with resistance outposts
[UBR] Fixed an issue where boarding a pirate ship could result in non finishable events
[UBR] Fixed an issue where wrong sector was displayed in a dialog in investigate missing freighters mission
Pirates now also attack players when they are in an alliance ship in investigate freighters mission

[UBR] Added missing header and sender to insurance mail
[UBR] Fixed an issue where patrolling ships with a velocity bypass installed travelled really far into the distance
[UBR] Fixed issue where allies couldn't get organized with alliance relations
[UBR] Fixed repair order sometimes using armed turrets on allied targets
[UBR] Fixed craft's weapon overview resetting scroll position on every update
[UBR] Fixed an issue where coaxial turret shots instantly collided with the shooting ship when flying in the direction of the shot
[UBR] Fixed an exploit where ships without captains could mine a whole sector
[UBR] Fixed an issue where salvage AI couldn't use MultiHarvest turret properly
Fixed players getting stuck in the tutorial while building
Fixed a rare issue where players could get stuck in the tutorial when the torpedo from the pirate didn't hit them
Fixed possible crash on sector change
Fixed a crash where scaling with mouse not hovering over ship in block brush crashed the game
[UBR] Fixed an issue where torpedo weapon groups could not be unassigned
[UBR] Fixed an issue where the financial records of a factory weren't updated correctly when configured to buy/sell with other stations in the sector
[UBR] Fixed an issue where operations that remove goods from the cargo bay could return and still have some of those goods
[UBR] Fixed an issue where turrets were not removed when changing the block material they were placed on to something too low


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Re: Avorion : A procedural co-op space sandbox
« Reply #52 on: November 18, 2021, 11:41:18 PM »
Patch 2.0.10 is now live!
Thu, November 18, 2021

Gameplay
Added new option to free play mode to have building knowledge limit only block materials and not processing power
Added more ways to acquire building knowledge
Building knowledge can now be bought for ores at Resource Depots
Building knowledge can now be bought at a Smuggler's Outpost for a lot of money
Building Knowledge can now be found in stashes and hackable containers

Starting at Titanium, with each material tier you can now found +4 ships (up from +2 Naonite; +3 Trinium; +3 Xanion; +4 Ogonite)

Balancing
Increased jump range added by hyperspace blocks by 50%

UI
Improved highlighting in tutorial
Updated localizations

Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
Fixed crashes in the package mission
Fixed a crash when a station that is currently pulling a ship to its dock is deleted
[UBR] Fixed an issue where alliance relations weren't considered when interacting with resistance outposts
[UBR] Fixed an issue where boarding a pirate ship could result in non finishable events
[UBR] Fixed an issue where wrong sector was displayed in a dialog in investigate missing freighters mission
Pirates now also attack players when they are in an alliance ship in investigate freighters mission

[UBR] Added missing header and sender to insurance mail
[UBR] Fixed an issue where patrolling ships with a velocity bypass installed travelled really far into the distance
[UBR] Fixed issue where allies couldn't get organized with alliance relations
[UBR] Fixed repair order sometimes using armed turrets on allied targets
[UBR] Fixed craft's weapon overview resetting scroll position on every update
[UBR] Fixed an issue where coaxial turret shots instantly collided with the shooting ship when flying in the direction of the shot
[UBR] Fixed an exploit where ships without captains could mine a whole sector
[UBR] Fixed an issue where salvage AI couldn't use MultiHarvest turret properly
Fixed players getting stuck in the tutorial while building
Fixed a rare issue where players could get stuck in the tutorial when the torpedo from the pirate didn't hit them
Fixed possible crash on sector change
Fixed a crash where scaling with mouse not hovering over ship in block brush crashed the game
[UBR] Fixed an issue where torpedo weapon groups could not be unassigned
[UBR] Fixed an issue where the financial records of a factory weren't updated correctly when configured to buy/sell with other stations in the sector
[UBR] Fixed an issue where operations that remove goods from the cargo bay could return and still have some of those goods
[UBR] Fixed an issue where turrets were not removed when changing the block material they were placed on to something too low
Fixed a potential crash in bulletins for the bountyhunt mission
Fixed an issue when trying to buy items with the drone
[UBR] Fixed a crash in Travel Operation UI
Improved highlighting of mission targets in complete collection mission


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Re: Avorion : A procedural co-op space sandbox
« Reply #53 on: May 31, 2022, 11:49:27 PM »
New Avorion DLC Announced: Into The Rift
Wed, April 13, 2022

New Avorion Add-On DLC Announced: Into The Rift




Hey spacefarers and builders!

We're glad to announce that we've been busy over the past few months since the 2.0 update! Apart from moving offices, Christmas Holidays, New Year's, taking some time off from the 2.0-update stress, and upgrading some of our internal processes, we've been working on some new exciting stuff!

So here it is: We'd like to officially announce the next DLC add-on for Avorion: Into The Rift!

Without spoiling too much, the add-on will be tailored around the rifts that have formed in the galaxy and researching them. It will also focus more on the Xsotan and Xsotan Lore in general! Just like with Black Market, the add-on will be fully multiplayer compatible and there won't be servers you can't play on just because you don't own the Into The Rift DLC. Finally, the add-on will arrive together with a free update that will contain some improvements for everyone.

Alright, that's all for now! The excitement is real and we can't wait to share more news over the coming weeks. So stay tuned!

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Re: Avorion : A procedural co-op space sandbox
« Reply #54 on: July 29, 2022, 12:06:42 AM »
Almost Biweekly Stream 26.07.22
Tue, 26 July 2022



Closed Beta Feedback!

Head over to Twitch (twitch.tv/boxelware) to find out what kind of insights we have collected from the two closed beta(s)! What kind of feedback did we receive? What are the resulting decisions we have made for the DLC? We will then continue talking about the further developments we're working on right now and of course answer questions from twitch chat in the QnA at the end of the stream.

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Re: Avorion : A procedural co-op space sandbox
« Reply #55 on: August 05, 2022, 01:18:31 AM »
Into The Rift DLC - Out Now!
Thu, 4 August 2022

The Into The Rift DLC is now available for purchase!



DLC: Into The Rift
In this hardcore add-on you'll explore the mysterious and dangerous Rift dimension. Thanks to new technology, it is now possible to send smaller amounts of mass (i.e. a few ships) into the Rifts. Scientists are now intensively researching these Rifts - and they need your help. Travel into the Rifts and uncover their secrets. Face their dangers, complete research expeditions, and earn powerful new rewards.

 


Avorion - Into The Rift


https://store.steampowered.com/app/1905970/Avorion__Into_The_Rift/

£7.49
 

•   Into The Rift
  o   You can now find Rift Research Centers close to rifts, which will give you specific Rift Missions
  o   Prepare your ship accordingly to master the dangerous new environments and uncover the secrets surrounding the origins of the Rifts
  o   Complete Rift Expeditions for the Rift Research Center, and receive new, powerful hybrid subsystems in return - or simply keep everything you find in the Rifts
  o   Discover a new dimension unlike anything you've seen before in the galaxy
  o   Remember, the deeper you venture into the Rifts, the more lucrative and dangerous they become

•   Explore the Secrets of the Rifts
  o   Collect research data and sell it, or trade it for new powerful subsystems
  o   Mine new, higher-yielding Rift rocks and refine them for huge returns
  o   Explore wrecks untouched for centuries and find lost treasures

•   New Story Campaign
  o   Meet new characters and work with them to explore the secrets of the Rifts and finally end the war against the Xsotan plague. The future of the entire galaxy is at stake!

•   New Captain Classes
  o   A Scientist will help you collect valuable research data in Rifts that you can either sell or trade for powerful subsystems
  o   A Xsotan Hunter will attract large Xsotan specimens in Rifts that you can take down for epic loot

•   New Dangers & Enemies
  o   Master the extremely hostile environment in the Rifts
  o   Fight never-before-seen Xsotan, new bosses, and centuries-old defenses - or take advantage of them

•   New Legendary Subsystems
  o   Over a dozen new hybrid legendary subsystems for every play style

•   New Legendary Turrets
  o   Many new Legendary Turrets that will give you the edge you need to succeed in the Rifts

•   Play with Friends
  o   Rifts are unforgiving and dangerous. Be sure to bring a few friends and explore them together to improve your chances of success
  o   Full co-op support for Rift missions

 
Patch 2.2 is now live!

Patch 2.2 is now live - Into The Rift, New Blocks, QoL, Some Balancing and Fixes

Patch notes here: https://steamcommunity.com/games/445220/announcements/detail/3374903891713762471



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