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Topics - koonschi

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1
News / Suchen Community Manager/in!
« on: March 06, 2019, 07:01:35 PM »
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!
Konstantin Kronfeldner wird sich gerne um sämtliche Fragen und Anliegen deinerseits kümmern.

Wir freuen uns darauf, dich kennen zu lernen!

2
News / Beta Branch Patch 0.21.2 Patchnotes
« on: March 06, 2019, 06:17:34 PM »
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

3
News / Beta Branch Patch 0.21.1 Patchnotes
« on: March 01, 2019, 08:04:55 PM »
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!"

4
News / Beta Branch Patch 0.21 Patchnotes
« on: February 26, 2019, 05:30:20 PM »
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

5
General Discussion / Avorion Community Discord Server
« on: February 25, 2019, 07:14:13 PM »
Avorion Community Discord Server: https://discord.gg/VKvF2hM

Hey all,

since this question has been popping up a lot over the last months, here's the link to the Avorion Community discord server.
Avorion Community Discord Server: https://discord.gg/VKvF2hM

Have fun!

6
News / Patch 0.20.5 Patchnotes
« on: February 20, 2019, 01:56:00 PM »
Patch 0.20.5

Date: February 21st, 2019

"We reverted yesterday's changes to captains from the previous version of this patch. We still want to make fleets somewhat more mid- and late-game focused, and mostly get exponential growth of mining fleets under control, but not at the cost of early game becoming a mindless grind."

Gameplay
  • Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
    • Fighters approach their target slower and fly away later
UI
  • Crew salaries are now visible as tooltips in Fleet Tab
Bugfixes
  • Fixed an issue where mining fighters would generate less revenue without a player in the sector
  • Fixed an issue where Xsotan were not attacking
  • Fixed an issue with scrolling in quick selection

7
News / Patch 0.20.4 - AI & Map Commands
« on: February 12, 2019, 12:11:45 PM »
Patch 0.20.4

Date: February 12th, 2019


Pathfinding + Flying AI
We improved the pathfinding and flying AI, so now ships will fly full speed and use boost whenever they safely can. They will also maneuver a lot smarter, for example through sectors with lots of objects like asteroid fields. Keep in mind that this will make the game harder, since you won't be able to run from enemies as easily as before!


Mining + Salvaging AI
We added improvements to the AI for harvesting, ie. mining and salvaging. Before, this was done by the same AI that's responsible for attacking enemies, making mining look silly and be rather inefficient. We've now implemented a separate AI for harvesting, which will improve some behavior of miners and salvagers a lot.


Player Fleet Window
We reworked the player fleet management window. Aside from obvious layout and overview improvements, it can now display every ship's plan so you can easily see which is which. You can also rename your ships in this window now, and it shows you what each ship is doing, and where it is - including a button to show you on the map.

Inter-Sector-Communication
This is one of the main reasons the update took so long and this technical background will probably mostly interest modders or other Avorion-tech-enthusiasts: We've been laying the ground work for calling functions and executing code between sectors. Scripts from one sector will now be able to call functions in scripts of another sector. This wasn't possible at first, due to the asynchronous structure of the Avorion server and its simulation. But this will lead to a lot of great features, like...


Remote Commands & Queues
The above groundwork allowed us to do the following: Inter-Sector commands for ships! You can now command ships over the galaxy map even when they're not in the same sector as you. But that's not all: We're also adding command queues, so you'll be able to order your ships to fly to one sector, mine asteroids, trade goods or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well, so you can now have ships doing more complex things all over the galaxy.


Improved security and Modding
VERY IMPORTANT INFORMATION FOR MODDERS AND SERVER ADMINS: We've added extra security for calling functions remotely, THIS WILL BREAK YOUR OLD MODS if you're using client-server remote invocations. Check out the patch notes for 0.20.0 for more details!

More and More Improvements
We added lots and lots of other improvements as well, including

  • Massive performance improvements while saving sectors
  • Map improvements (you can toggle various features of the map on/off)
  • Auto-reloading of torpedoes
  • Transporters for long-distance interaction with stations
  • Alliance map editing rules

To see the full log of changes, check out the patchnotes below:

Full Patchnotes
You can find the full patchnotes posts here:


8
News / Beta Branch Patch 0.20.4 Patchnotes
« on: February 06, 2019, 01:42:11 PM »
Patch 0.20.4

Date: February 6th, 2019

This time the patchnotes aren't long, but all the more important!
We could finally fix one pesky bug that's been with the game since the very beginning, and we finally managed to reproduce it!
We also improved some issues with server performance when sectors with lots of activity or blocks were unloaded.

We're also planning to set the update live to the default branch early next week!

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'.

Misc
  • Improved server performance a lot when sectors are being unloaded
    • This fixes some hangs that could take over 30 seconds and more
Bugfixes
  • [UBR] Fixed an issue where ships would keep flying during loading screen, crashing into things
  • [UBR] Fixed an issue where craft portraits would contain messed up pictures on AMD

9
News / Beta Branch Patchnotes: Fixes and small Updates
« on: January 16, 2019, 11:33:31 AM »
Patch 0.20.3

Date: January 16th, 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
  • Attacking ships check for free line of sight before firing (considering allies)
  • Ships without a player automatically comply after the timeout when investigated by an anti-smuggle ship
  • Improved AI while chasing (again)
Bugfixes
  • Fixed an issue in search and rescue mission
  • Small performance improvements
  • Fixed some scripts changing the player's relations even if interacting as an alliance
  • Fixed a cash in trading stations
  • [UBR] Alliances are now correctly handled in pirate/xsotan attacks and smuggler fight
  • Fixed a crash for objects that are being pushed away by stations

10
News / Beta Branch Patch 0.20.3 Patchnotes
« on: January 08, 2019, 04:01:15 PM »
Patch 0.20.3

Date: January 8th, 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 flight behavior of ships while chasing
  • Removed PDCs from MAD science lab
UI
  • Map can now toggle displaying of wormhole and gate routes
  • Turrets and upgrades can now be displayed in ship overview as well
  • Added a new tip for players not to invest all resources into their first ship
Scripting API
  • Added missing functions for blueprints in script hangar
  • Implemented conversion and comparison of vectors (vec2, vec3, etc.)
    • Allows conversion from/to another vector
    • Allows comparison with == between two vectors
  • Added properties to ship infos to check if it can pass rifts
  • Added a functionality to Galaxy and Entity to check if hyperspace jumps from A to B are possible
Bugfixes

"Fixes marked with [UBR] are user bug reports. Thanks for reporting and keep it up! We also improved debug logging to better find errors in the future without you having to report them."
  • Fixed a crash in reading order info in strategy state
  • [UBR] Fixed craft portraits not updating when ships change
  • [UBR] Fixed missing escort icon
  • Fixed duplicated weapon name in german translation
  • Fixed an issue where servers would reload all sectors from disk after a server-wide save
  • Fixed an issue where deadlocks weren't printed as they are supposed to
  • [UBR] Fixed a hang in server
  • Selected object is now correctly reset when AI enters aggressive state
  • [UBR] Fixed an issue where jump orders over rifts would not cause an error
  • Fixed an issue where the repair brush couldn't reconstruct hologram blocks

11
News / Beta Branch Patch 0.20.2 Patchnotes
« on: December 18, 2018, 08:25:59 PM »
Patch 0.20.2

Date: December 18th, 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've added some missing features that we still wanted to get in there, as well as some QoL improvements."
  • Added escorting to map commands
  • AI ships can now dock with stations over distance when they have functioning transporters
  • Harvest state now leaves automatic turrets automatic if every turret in their group is also automatic
  • Armed turrets are now used for salvaging
  • Automatic armed turrets remain untouched and can be used to set independent orders, e.g. defend.
  • Aggressive AI looks for enemies more carefully and swaps targets when it gets attacked
  • Ships with players currently piloting them are no longer pushed away from stations
  • Alliance map sectors are now timestamped and only updated if newer data (from a new member) is available
  • Galaxy Map takes into account the timestamp of a sector info to show the most up to date info about a sector
  • Player's ships' Patrol AI no longer attacks civil ships (Aggressive still does)
  • Improved flight behavior of HarvestState
UI
  • Added more precise AI status descriptions for mining and salvaging
  • Added hints for how to get more turret slots
  • Added hints that unused upgrades can be installed (if possible)
  • Updated german localization
  • Added several missing icons
Scripting API
  • initialize(...) functions for Entity, Sector and Player scripts get an implicit variable "_restoring"
    • when the initialize is called while restoring the script from disk, instead of when it's being freshly added
  • Added optional color argument to script ComboBox addEntry function
  • Added getShipType(name) to client Player and Alliance
  • Added transporterRange property to Entity
  • Added getAllies(factionIndex) function to query all allied entities of a faction
  • Added belongsToFaction(int, id) function to quickly check if an entity of a specific id belongs to a specific faction
  • Added a dummy error message to invokeRemoteEntityFunction() and invokeRemoteSectorFunction() to match the signature of the client call
Bugfixes

"As usual, bugfixes marked with [UBR] have been brought to our attention by the community. Thanks everybody for contributing and keep it up! :)"
  • Fixed several issues related to path finding and boosting of AI ships
  • [UBR] Fixed ships flying away into nothingness in a single direction
  • Fixed a few issues with alliance map editing
  • Fixed several issues reported via crash reporter
  • [UBR] TurretAI now no longer shoots down torpedoes fired at factions with neutral relation standing (allies only)
  • [UBR] TurretAI now no longer shoots down torpedoes fired by allies, except if targeting own shipss
  • [UBR] Fixed an issue with inviting players to groups
  • Fixed alliance-colored map indicators for non-special sectors
  • [UBR] Attack state now enables its weapons (if disabled)
  • Fixed several issues with path finding and attacking enemies
  • Fixed several issues in scripts reported via crash reporter
  • [UBR] Fixed an issue when where point defense turrets could not be created by researching
  • Fixed shield damage not being recognized as damage contribution to an enemy
  • Fixed lines in Strategy Mode no longer working
  • Fixed an issue where the camera could be zoomed into the drone
  • Fixed a crash in scrapyard when selling ship

12
News / Beta Branch Patch 0.20.1 Patchnotes
« on: December 10, 2018, 02:42:03 PM »
Patch 0.20.1

Date: December 10th, 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'.

Bugfixes
  • [UBR] Fixed missing tooltip in craft portraits
  • [UBR] Fixed big splotches of missing textures on map
  • [UBR] Fixed auto paying of alliance crews not working with new overview
  • Fixed an issue with renaming alliance crafts
  • [UBR] Fixed missing transfer of ships to alliance
Old Bugfixes

"These have already been released last week, they're only mentioned here for the sake of completeness."
  • Implemented correct localization of hyperspace cooldown error message
  • Cargo tab now uses the correct plural form
  • Transaction strings in Smuggler's Market are now translated correctly
  • Updated German Localization
  • Fixed dock AI crashing when no fly state is set and flyTarget is nil
  • Fixes error messages from remotely calling functions returning tables
  • Fixed map commands crashing when ordering differently than over the map
  • Fixed Trading System crashing when being from outside when it wasn't installed yet
  • Fixed a crash in new ShipUI for ships with large amounts of cargo
  • Fixed a crash when assigning orders to turret groups after the ship was destroyed or the sector was changed
  • Fixed errors in buy/sell order filter fields due to bad patterns
  • Resource shortage bulletins are now translated correctly
  • Delivery bulletins are now translated correctly
  • [UBR] Added check to prevent players from setting an empty craft name
  • [UBR] Changing a block now checks the maximum allowed volume
  • Improved handling of broken interaction between buy/sell goods ai and trading system
  • [UBR] Fixed ships boosting away or into things
  • [UBR] Fixed ships boosting for too long while following
  • [UBR] Fixed several graphical errors when undoing scaling the ship in build mode

Patch 0.20.1

Date: December 13th, 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'.

Scripting API
  • Added getAllies(factionIndex) function to query all allied entities of a faction
  • Added belongsToFaction(int, id) function to quickly check if an entity of a specific id belongs to a specific faction
Hotfixes
  • Fixed several issues reported via crash reporter
  • [UBR] TurretAI now no longer shoots down torpedoes fired at factions with neutral relation standing (allies only)
  • [UBR] TurretAI now no longer shoots down torpedoes fired by allies, except if targeting own shipss
  • [UBR] Fixed an issue with inviting players to groups

13
News / News: Progress with AI & Map Commands
« on: November 21, 2018, 01:23:33 PM »
Hey everybody!

Sadly we didn't manage to meet our self-imposed deadline (surprise...) but we're hard at work with the update. So we want to give you some more infos on what's happening right now, what's giving us trouble and what's done.

So the update took longer than anticipated because we had to add new UI for the galaxy map, which should also be completely scriptable, since that's one of the features that's been missing from the galaxy map for a while. This UI is now in and we're working on the last polish and bug fixing for the galaxy map UI before the update can go live.

This is one of the more exciting things about this update: We've decided to add trade ship commands to the galaxy map, allowing you to order your ships to buy or sell certain goods in a specific sector. These commands can be enchained with the other commands, essentially allowing you to order your ships to fly a certain trade route or to sell its wares while it's headed in a certain direction!

Apart from that we're also fixing issues from the current branch which have been reported by both players and our crash reporter. Fixing those can also take lots of time and is, to us, equally important as new features.

I won't be giving a specific date which we're not going to meet yet again, but I can tell you that at this time all the important features are in and we're working hard towards connecting it all together and releasing it to the beta branch as soon as we can.

Stay tuned and see you soon!

14
News / News: Upcoming Update
« on: October 24, 2018, 05:46:38 PM »
Date: October 24th, 2018

Upcoming Changes to AI
Hey everybody, this is a quick update to what we're working on right now and what you can be looking forward to! In general, the next update will be about AI improvements and improvements to controlling your fleet in various sectors.

Pathfinding + Flying
We're improving the pathfinding and flying AI, which means that ships will fly their full speed when they can, and they will also maneuver asteroid fields a lot smarter. This will also make the game a little harder, because you won't be able to fly away from enemies as easy as before.

Mining + Salvaging
We're making improvements to the AI considering mining and salvaging. So far, miners and salvagers have been behaving a little weird for lots of people. There's a simple reason for that: Mining is just "attacking" an asteroid. This led to some weird behaviors since ships were also trying to move dynamically, which is not necessary, because they don't have to avoid being shot by asteroids. We're now implementing a separate AI for harvesting, ie. mining and salvaging, which will improve things a lot.

Inter-Sector-Communication
This change will hopefully make lots of modders happy: Over the last weeks we've been laying the ground work for calling functions and executing code between sectors. Scripts from one sector will now be able to call functions in scripts present in another sector. There are a few limitations to this due to how the Avorion engine is structured, but in general this will allow your scripts to easily talk to each other even when they're in different sectors. Which brings us to...

Remote Commands & Queues
The above groundwork will enable one vastly important feature: Inter-Sector commands for ships! You'll be able to command ships over the galaxy map even when they're not in the same sector as you. But we're not stopping there! We're also adding queues of commands, so you'll be able to command your ships to fly to one sector, mine asteroids or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well.

Analytics Data
To be honest, we don't know how the majority of players play the game. This is a big issue when it comes to making decisions about new features, balancing and content. In order to improve this, we're adding completely anonymous analytics to find out how you guys play the game, and things like where most players die or how much money is actually made by combat, trade, etc.

Mac OS Release
We're currently preparing the Mac Version of Avorion for Release. While we won't list it for Mac immediately in the store, we'll be releasing the Mac Builds for download soon, so everybody who has a Mac will be able to download the game. We're asking everyone of you to please download and try out the game on Mac, and please report any issues you're having!

There is no time frame yet as for a beta release. Progress is good though, we're done with nearly everything except for queuing commands and the new (scriptable) UI for the galaxy map. We're hoping to be able to release to the beta branch in the next 2 weeks!

Until then, have fun and leave us your thoughts here!

15
News / System Upgrades Update now live!
« on: October 16, 2018, 03:55:20 PM »
System Upgrades Update now live! 0.19.1

Date: October 16th, 2018



System Upgrades Update now live!
Hey everybody, I'm excited to announce that the System Upgrades Update is now live on the default branch after performing well on the beta branch!



Ancient Gates
We've added a second system of gates to the game: Ancient gates that are a lot bigger and go a lot further than the current existing gate system. These gates are meant for easier and farther fast-traveling and will also support transportation of bigger ships, but you'll need to find a key to activate them.



Permanent Installation of Upgrades
Upgrades can now be installed 'permanently' for additional bonuses on ships. Most upgrades give a +50% boost in stats when installed permanently. In order to remove permanently installed upgrades you have to either destroy them or remove them safely next to an Equipment Dock.



Reworked Xsotan Artifacts
We reworked the way the Xsotan Artifacts work in order to give them some more character (and to be completely honest: Them giving +unspecified turrest was just an oversight that we left in there). Each upgrade will give a boost resembling the boss or quest that dropped it, so for example the AI artifact will give you AIs and you won't need any more gunners and pilots.

Check out the full patch notes here:
https://steamcommunity.com/gid/103582791456780049/announcements/detail/1692681328248706470
https://steamcommunity.com/gid/103582791456780049/announcements/detail/3026873541070707815

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