Author Topic: Beta Branch Patch 0.16.1 Patchnotes  (Read 2238 times)

koonschi

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on: February 21, 2018, 02:51:53 AM
Patch 0.16.1

Date: February 21st, 2018

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

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

Gameplay

"We realized that you might also want to manage your alliance ships and stations, so now you can switch sectors to those as well. Being shot down and sent all the way back while playing coop was also a real bummer, especially when your group members survived, so we added a way to continue playing together even if one of you gets destroyed."
  • Players can now switch sectors to alliance ships
  • Players can now switch sectors to sectors with their *online* group members
Balancing

"Persecutors are really harsh for new players and were designed with experienced players in mind, from whom the feedback has been very good so far. However, they can be very punishing without any announcement, so we tuned them down a little for the 'Easy' and 'Normal' difficulties. They behave the exact same way as they did before for 'Veteran'+ difficulties."
  • AI torpedoes are slower on lower difficulties
  • Reduced one-shot potential of AI torpedoes against player & alliance ships on "Normal" & lower difficulties
  • Persecutors spawn less often on "Easy" and "Normal" difficulty
  • Persecutors spawn more further inwards to the core on "Easy" and "Normal" difficulty
  • Persecutors don't follow players on "Easy" difficulty
  • Adjusted balancing of loot-range boosters
    • Lower energy, better scaling with rarity, lower price per range
  • Changed name of loot-range boosters to something a little more immersive
Scripting API
  • GameSettings class is now available on both client and server
  • Difficulty enum is now available on both client and server
Misc

"We've been getting reports about crashes, so in order to ease future bughunts we've added a lot more thread-related debug output."
  • Added more debug logging output
    • Threads print out what they were last doing on crash and where (sector)
    • Threads print out when they're started and stopped
  • Chat window now prints messages to the console
Bugfixes

"User bug reports are, as always, marked with [UBR]. Thank you everybody who helped and reported, keep it up!"
  • [UBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!)
  • [UBR] Fixed non-existing ship styles at alliance shipyards
    • Note: This only affects new alliances
  • [UBR] Fixed an issue where damage of enemies could become infinity
  • Torpedoes no longer have shield penetration when they detonate due to a miss
#define TRUE FALSE // happy debugging suckers

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Ravien

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on: February 21, 2018, 03:12:57 AM
Quote
Players can now switch sectors to alliance ships
Players can now switch sectors to sectors with their *online* group members

Awesome changes!



A.Wolfrick

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on: February 21, 2018, 07:11:26 PM
Quick question, the patch notes state.

"Adjusted balancing of loot-range boosters

    Lower energy, better scaling with rarity, lower price per range

Changed name of loot-range boosters to something a little more immersive."

However, I'd like to inquire what that means more thoroughly. Can anyone explain a little further?
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Ravien

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on: February 21, 2018, 09:57:20 PM
They are called tractor beam upgrades now.



Alanthier

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on: February 22, 2018, 08:29:57 PM
Adjusted balancing of loot-range boosters
Lower energy, better scaling with rarity, lower price per range
Changed name of loot-range boosters to something a little more immersive

OR you can remove it entirely, and make it a type of BLOCK instead! that would make MORE sense.



Sir Charles

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on: February 25, 2018, 04:13:38 PM
Adjusted balancing of loot-range boosters
Lower energy, better scaling with rarity, lower price per range
Changed name of loot-range boosters to something a little more immersive

OR you can remove it entirely, and make it a type of BLOCK instead! that would make MORE sense.

Definitely NOT.

Blocks do always mean bigger is better, making huge ships even more OP. No thanks. Just take 6 less 500k omicron turrets and use an upgrade...
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Ulrich_Rüstungjäger

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on: February 25, 2018, 04:36:42 PM
Adjusted balancing of loot-range boosters
Lower energy, better scaling with rarity, lower price per range
Changed name of loot-range boosters to something a little more immersive

OR you can remove it entirely, and make it a type of BLOCK instead! that would make MORE sense.

Definitely NOT.

Blocks do always mean bigger is better, making huge ships even more OP. No thanks. Just take 6 less 500k omicron turrets and use an upgrade...

To be fair, the only ships that should really need to use the range upgrades are 15 slot  PLANET CLASS ships that cant navigate roid fields without taking massive damage from constantly hitting rocks or wreaks. And if your in one of them, let's be honest here, you can sacrifice one small slot.