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Messages - koonschi

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1
News / Re: Beta Branch Patch 0.23 - Workshop Mods
« on: May 21, 2019, 02:02:16 PM »
Note: Patch is not live yet. Patch is live on the beta branch!

2
News / Beta Branch Patch 0.23 - Workshop Mods
« on: May 21, 2019, 02:01:52 PM »
Patch 00.23

Date: May 21st, 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'.

Preamble
In this update we're introducing massive, massive changes to the asset loading system and the lua engine. We can't possibly test everything that could maybe go wrong, so please help us test and brace yourselves for more patches!

Even though these patchnotes might not look like much, a lot has been going on in the engines roots. This update is probably the one that we spent the most work on in the last 12 months.

Mods
"We believe that a sandbox game is only truly a sandbox when players have the ability to mod it. So we spared no expense and effort to bring you guys this update. We did our best to make it as easy as possible to use and create mods."
  • Implemented Workshop Mods
  • Workshop Mods can be subscribed to and configured in-game in Settings -> Mods
  • Achievements are disabled when using mods
  • When logging into a server, Workshop mods can be downloaded automatically (without subscription)
Creating Mods
"Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:"
Using Mods on Dedicated Servers
Client
  • Client creates a moddata/ folder in settings folder for mods to save configs
  • Added windows to configure and upload mods
  • Added a window that warns when savegame altering mods are no longer enabled before loading a galaxy
  • Replaced Scrapyard tab strings with icons
  • Added particles quality setting
  • Improved RAM management of unused resources
  • Improved performance of ship preview UI elements
    • Designs are now loaded on-click, no longer on-show
Server
  • Added a command line option "--init-folders-only" to only initialize folders
  • Improved error handling for saving of data to files
Misc
  • Logging now prints to different files to ensure no one file gets too large
Scripting API

"Oh boy have we some patchnotes for you guys! We're only listing the most important changes, you can find the rest in the Scripting API."
  • Added a "include()" function in addition to "require()" which also loads all mod extensions instead of just a single file
  • Reworked a lot of files to be more easily moddable
  • Added a max depth variable to printTable()
  • Added a ScriptModManager API
  • Added a string.join() function
  • Implemented mod-specific scripts that run in global server environment
  • sendChatMessage() and broadcastChatMessage() now also accept an Entity as sender
  • Added UIGridSplitter, UIHorizontalLister, UIArbitraryHorizontalSplitter UI organizer classes
  • Unified pirateattackstarter.lua and traderattackedbypiratesstarter.lua in sectoreventstarter.lua
  • Added missing Descriptor getters for DockingPositions and TorpedoLauncher components
  • Added "craftFaction" property to Player
  • Added a table deepcopy() function
  • When adding scripts into the same VM, the first added script is used whenever possible
  • Client offers a "createDirectory" and "removeDirectory" function for inside "moddata/" folder
  • Server offers a "createDirectory" and "removeDirectory" function
  • Scripting API for scripts used by the game itself (Faction Map, Generators, etc.) now use Client/Server specific API
  • Creating an Entity() from an ID that doesn't exist no longer prints errors to the log
  • Creating a Faction() from an index that doesn't exist no longer prints errors to the log
  • Massively reduced cases in which scripts would be set to "invalid" after erroneous execution
Gameplay
  • Increased pause between 2 independent events to at least 10 minutes from 5
  • Increased amount of money in traveler's stash
  • Scrapyards now offer dismantling of turrets into parts
  • Reduced the AI behavior where AI ships with high reach run from player ships indefinitely
    • Reduced distance based on reach that the AI tries to keep between it and its target
    • Increased time interval where the AI updates the waypoints around its target
Bugfixes
  • [UBR] Fixed an issue with "invalid fighter stats" in fighter factory
  • [UBR] Fixed several issues with faulty translations causing crashes
  • Fixed several issues with screenshots and textures placed in non-ASCII paths
  • Fixed several íssues with loading lua files or other assets from non-ASCII paths
  • [UBR] Map commands jump range visualisation now works correctly for ships that can pass rifts
  • Fixed some performance issues in flight AI
Known Issues

"Sadly, some things cannot be modded yet, because they're too deeply rooted inside the game's core engine. We're working on making those things moddable in the future as well."
  • Some things like Materials, Rarities or Blocks cannot be modded yet

3
Bugs / Re: "I found a bug" button in the menu doesn't work
« on: May 21, 2019, 10:19:19 AM »
Do you have Steam Overlay enabled?

4
News / Update 0.22.2 - Reconstruction Tokens
« on: May 14, 2019, 04:59:17 PM »
Ship Reconstruction
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.

The old insurance system was a compromise, and not a good one. Somewhat permadeath, but not really, yet you still lose enough that it caused beginners on titanium tier to ragequit. We needed a system where it is completely clear to players starting out that they CAN get their ship back, and where they DO after their first death (hence the first token is free). People try out the game, invest 3 - 5 hours in their first ship and then it gets destroyed, and it's not forgiven - at all. That's not fun, it's only frustrating. And when it's not fun, then it's not a good game.

Reconstruction Tokens
From now on, you can buy reconstruction tokens at repair docks, which will allow you to completely restore a destroyed ship. To avoid exploits, cargo and fighters (blueprints are restored!) are exempt from this. Reconstruction tokens cost about 20% to 30% of your ship's value, and the first token of each ship is free on normal and lower difficulties.

Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will also repair your ship for free.

Quality of Life Changes
We're adding some more features that should make it easier and less obnoxious to start out in Avorion. Base crew size of ships is now doubled (from 4 to 8 ) and ships start out with a base crew on lower difficulties.

In addition to that, we're drastically reducing artificial hyperspace calculation times (by 90%). Keep in mind that hyperspace calculation times have been introduced to mask sector loading and generation time, and it can still take a while until your target sector is ready. You should feel a drastic improvement for long jumps though!

More Changes
There are many other smaller improvements in this patch: UI Improvements such as smaller notifications on the bottom right and less annoying hint boxes, as well as a new block shape!

To get the full list of changes, check out the patchnotes of this patch:

Reconstruction Tokens

"From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."
  • New Item: Reconstruction Token
  • Can be used at Repair Docks to reconstruct destroyed ships
  • Can be bought at Repair Docks for 30% of the ship's value
  • Must be bought in advance, BEFORE a ship is destroyed
  • When founding a ship, players get 0 - 2 Reconstruction Tokens for free
    • Easy, Beginner: 2
    • Normal, Veteran: 1
    • Hard, Difficult, Insane: 0
  • Every player gets a free token for each existing ship
  • Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes
    • Empty Reconstruction Tokens can be bound to your current ship
Repair Docks

"Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will repair your ship for free."
  • Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
  • If you have a reconstruction token for your ship, you can't buy a second one for the same ship
  • You can now reconstruct (read: respawn) your ships at Repair Docks
  • Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
    • But without cargo and fighters (duping & other exploit reasons)
    • Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed
  • After the insta-reconstruction, ships suffer minor structural damage
    • Ships can only regenerate back to 80% of their health
    • Repairing at a repair dock, in the build mode, or applying a plan fixes this
  • Repair Docks now additionally repair for free when buying a reconstruction token
Balancing

"We're adding some more changes that are supposed to make starting out in Avorion a little easier."
  • Increased base crew size of ships to 8 (from 4)
  • When founding a ship, a basic crew is added to the ship
    • Easy, Beginner, Normal: 8 Crewmen
    • Veteran: 4 Crewmen
    • Hard, Difficult, Insane: 0 Crewmen
  • Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)
    • Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
    • Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)
  • Increased money rewards for missions, events and stashes
  • Reduced distance-related artificial hyperspace calculation time by up to 90%
    • Longer jumps should take a lot less long to calculate
    • Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.
Gameplay

"Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"
  • Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
  • Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
  • AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
  • Insurance is now a station-only feature
  • Added a new block
    • Block comes in 2 variants since it can't be mirrored onto itself
  • Refine ai now blocks if there is no refinery present and reminds players every 10 minutes
UI

"Some cleaning up of the UI."
  • Reduced size of bottom right notifications
  • Updated some permission descriptions for alliances
  • Added a window to tell you after dying that you can reconstruct a ship
  • Updated loading screen tips and hints to fit new reconstruction mechanic
  • Improved overall hints to be less annoying
  • Hyperspace cooldown bar is no longer visible when fully charged
  • Programmed-Velocity bar is no longer visible when using mouse steering
  • Added a 60s pause between hint boxes when clicked away
  • Ship problems are highlighted more prominently
  • Block HP can now be shown in building mode
Scripting API
  • Added access to several new properties of ShipInfos
  • UseableItems now can have multiple custom parameters passed on construction
  • When setting scriptable object values via "setValue()" on server, those values are synced to clients now
Mining in other sectors

"After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"
  • [UBR] Fixed an AI error preventing mining ships from mining while players were in another sector
Bugfixes

"Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
  • Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
  • [UBR] Fixed a hang/crash in refine ores AI
  • [UBR] Fixed wrong relations in crewboard for crew transport
  • Fixed wrong tooltips on galaxy map checkboxes
  • [UBR] Fixed discrepancy between tooltip and mining system
  • [UBR] Seeker missiles no longer get extreme speed boosts from their parent craft
  • Improved stability of server when files are corrupted
  • [UBR] Fixed notification tooltips being rendered under other notifications
  • [UBR] More Loot is now dropped in bigger packages instead of more packages
  • [UBR] Fixed several bosses attacking during dialogs
  • [UBR] Fixed several issues where players could get attacked in the loading screen
  • [UBR] Ships defending sectors now get more turrets
  • [UBR] Fixed desync between client and server when docks push away things
  • [UBR] Fixed desync when collecting loot
  • Fixed a rare crash when updating the background ship database of a faction
  • [UBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
  • Fixed an issue where removing blocks from damaged ships would return too many resources
  • [UBR] Fixed an exploit when claiming asteroids
  • [UBR] Fixed wrong tooltip when trying to buy crewmen with too bad relations
  • Crew profession designations use plural correctly
  • Fixed several minor issues in scripts
  • [UBR] Fixed energy priority hint being visible even after window was closed
  • [UBR] Fixed a crash for Ryzen CPU users
  • [UBR] Fixed an issue where the wormhole to the core respawned immediately after its timer elapsed
  • [UBR] Fixed some issues that prevented harvesters of AI factions from harvesting
  • [UBR] Fixed an issue where keyboard keys could get stuck
  • Fixed players paying for mines when founding fails for some reason

5
News / Beta Branch Patch 0.22.2
« on: May 10, 2019, 10:52:53 AM »
Patch 0.22.2

Date: May 10th, 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'.

UI
  • Added a 60s pause between hint boxes when clicked away
  • Ship problems are highlighted more prominently
  • Block HP can now be shown in building mode
Bugfixes
  • Crew profession designations use plural correctly
  • Fixed several minor issues in scripts
  • [UBR] Fixed wrong shading of twisted block shape due to wrong normals
  • [UBR] Removed wrongly added armor types for new block shapes in Naonite, Xanion and Avorion
  • [UBR] Fixed energy priority hint being visible even after window was closed

6
News / Re: Beta Branch Patch 0.22.1
« on: May 07, 2019, 10:26:12 AM »
Note: Patch is not live yet.
Patch is live on the beta branch!

7
News / Beta Branch Patch 0.22.1
« on: May 07, 2019, 10:26:01 AM »
Patch 0.22.1

Date: May 7th, 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

"Refining the reconstruction system some more to make it less exploitable."
  • After the insta-reconstruction, ships suffer minor structural damage
    • Ships can only regenerate back to 80% of their health
    • Repairing at a repair dock, in the build mode, or applying a plan fixes this
  • Repair Docks now additionally repair for free when buying a reconstruction token
Balancing

"This one was meant to be released with 0.22.0 - ooops. Hyperspace engine cooldown already limits travel speed, so we're reducing the artificial calculation time. Keep in mind that jump calculation time masks the time it takes for the game to generate new sectors or load sectors from disk, so times may vary wildly."
  • Reduced distance-related artificial hyperspace calculation time by up to 90%
    • Longer jumps should take a lot less long to calculate
    • Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.
Scripting API
  • When setting scriptable object values, those values are synced to clients now
Bugfixes
  • Fixed a rare crash when updating the background ship database of a faction
  • [UBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
  • [UBR] Fixed ships still being reconstructable after selling them to scrapyards
  • [UBR] Fixed non-wrecked player ships being salvageable
  • [UBR] Fixed reconstruction tokens not being removed from inventory after founding a station or selling the ship at a scrapyard
  • [UBR] Fixed wrecked player stations not being salvageable
  • Fixed an issue where removing blocks from damaged ships would return too many resources
  • [UBR] Fixed turrets and upgrades being untransferrable between alliance and players
  • [UBR] Fixed reconstruction tokens not being renamed when a ship is renamed
  • [UBR] Fixed an exploit when claiming asteroids
  • [UBR] Fixed several issues when buying reconstruction tokens for alliance ships
  • [UBR] Fixed wrong tooltip when trying to buy crewmen with too low relation

8
Bugs / Re: Reconstruction tokens are basically free
« on: May 02, 2019, 03:56:30 PM »
Of course it does. I suggest trying it out before posting a bug report.

9
News / Re: Beta Branch Patch 0.22 - Reconstruction Tokens
« on: May 02, 2019, 03:33:55 PM »
If you manage to find a way to exploit it, please submit a bug report with steps to reproduce.

10
News / Re: Beta Branch Patch 0.22 - Reconstruction Tokens
« on: May 02, 2019, 11:48:50 AM »
Note: Patch is not live yet. And it's live on the beta branch!

11
News / Beta Branch Patch 0.22 - Reconstruction Tokens
« on: May 02, 2019, 11:48:38 AM »
Patch 0.22

Date: May 2nd, 2019

Deaths in Avorion
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early punished for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.

Beta Branch Patch
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'.

Reconstruction Tokens

"From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."
  • New Item: Reconstruction Token
  • Can be used at Repair Docks to reconstruct destroyed ships
  • Can be bought at Repair Docks for 30% of the ship's value
  • Must be bought in advance, BEFORE a ship is destroyed
  • When founding a ship, players get 0 - 2 Reconstruction Tokens for free
    • Easy, Beginner: 2
    • Normal, Veteran: 1
    • Hard, Difficult, Insane: 0
  • Every player gets a free token for each existing ship
  • Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes
    • Empty Reconstruction Tokens can be bound to your current ship
Repair Docks

"Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money."
  • Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
  • If you have a reconstruction token for your ship, you can't buy a second one for the same ship
  • You can now reconstruct (read: respawn) your ships at Repair Docks
  • Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
    • But without cargo and fighters (duping & other exploit reasons)
    • Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed
Balancing

"We're adding some more changes that are supposed to make starting out in Avorion a little easier."
  • Increased base crew size of ships to 8 (from 4)
  • When founding a ship, a basic crew is added to the ship
    • Easy, Beginner, Normal: 8 Crewmen
    • Veteran: 4 Crewmen
    • Hard, Difficult, Insane: 0 Crewmen
  • Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)
    • Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
    • Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)
  • Increased money rewards for missions, events and stashes
Gameplay

"Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"
  • Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
  • Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
  • AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
  • Insurance is now a station-only feature
  • Added a new block
    • Block comes in 2 variants since it can't be mirrored onto itself
UI

"Some cleaning up of the UI."
  • Reduced size of bottom right notifications
  • Updated some permission descriptions for alliances
  • Added a window to tell you after dying that you can reconstruct a ship
  • Updated loading screen tips and hints to fit new reconstruction mechanic
  • Improved overall hints to be less annoying
  • Hyperspace cooldown bar is no longer visible when fully charged
  • Programmed-Velocity bar is no longer visible when using mouse steering
Scripting API
  • Added access to several new properties of ShipInfos
  • UseableItems now can have multiple custom parameters passed on construction
Mining in other sectors

"After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"
  • [UBR] Fixed an AI error preventing mining ships from mining while players were in another sector
Bugfixes

"Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
  • Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
  • [UBR] Fixed a hang/crash in refine ores AI
  • [UBR] Fixed wrong relations in crewboard for crew transport
  • Fixed wrong tooltips on galaxy map checkboxes
  • [UBR] Fixed discrepancy between tooltip and mining system
  • [UBR] Seeker missiles no longer get extreme speed boosts from their parent craft
  • Improved stability of server when files are corrupted
  • [UBR] Fixed notification tooltips being rendered under other notifications
  • [UBR] More Loot is now dropped in bigger packages instead of more packages
  • [UBR] Fixed several bosses attacking during dialogs
  • [UBR] Fixed several issues where players could get attacked in the loading screen
  • [UBR] Ships defending sectors now get more turrets
  • [UBR] Fixed desync between client and server when docks push away things
  • [UBR] Fixed desync when collecting loot
Known issues

"We are currently getting a lot of crash reports from Ryzen users. We're actively working on fixing this problem, and we hope that we already found a solution in this patch. We haven't managed to reproduce this crash on our own machines, so we're currently only guessing what causes this. Hang in there, we're aware and working on it!"
  • [UBR] Hopefully fixed a crash for Ryzen CPU users
    • We know about this and we're working on it, hang in there!

12
News / Dev Update: Upcoming Updates
« on: April 10, 2019, 06:42:51 PM »
Hey everyone!

Quick Update on what we're currently working! We actually have multiple updates in the pipeline, and we're ready to tell you about them :) You can expect most of these to arrive in the next weeks.

Mining Update: Finishing Touches
Right now we're adding the finishing touches to the mining rework, and we hope to set it live very soon! We were struggling with some AI issues that were introduced with the new harvest-specific AI, that was already performing a lot better than before, but, being a new kind of AI, had some starter issues. Those issues have been resolved and we're in our final testing phase.

Large Update 1: Workshop Mods
The first update we're working on right now is workshop mods. Some of you may already have discovered a new "Mods" category in the workshop - we're restructuring modding so that we can easily allow plug-and-play mods you can simply download from the workshop without having to modify any files. Apart from some small issues, this update is almost finished, and we want to set it live on the beta branch as soon as we can!

Small Update 1: Energy Cooling Rework
We want to rework the way that energy cooling of turrets works. It won't be a mega ground-breaking change, but we found that there are some issues, such as some turrets requiring MASSIVE amounts of energy and so on.

Small Update 2: New Block Shape
People have asked us a lot of times about a new block shape, and we can finally tell you that it's coming! This is what we're talking about: https://imgur.com/tShfTsa
We ran into a few issues with this (such as it not being mirrorable onto itself, so we need 2 versions of it) but we're finished and the builders of our community can rejoice!

Small Update 3: Improved SFX
We're also working on a lot of improvements on the sound effects of the game. We're adding more SFX, improving the sound of SFX by adding better effects depending on distance, etc. and we're working together with SFX professionals to improve the general sound scape of Avorion.

Large Update 2: Boarding
And the second LARGE update that we're currently working on is: Boarding! You will finally be able to set those boarders to use! Together with boarding, we'll also add a few improvements to crew handling, especially crews for large ships, which can be a pain to manage. We've got some exciting changes for those, so stay tuned for more updates!

Have fun everybody!

13
News / Beta Branch Patch 0.21.4 Patchnotes
« on: April 09, 2019, 12:00:25 PM »
Patch 0.21.4

Date: April 9th, 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 pathfinding if an obstacle is directly in front of the target location
  • Improved Harvesting AI
    • Now takes the turning speed of turrets & ship into account
    • Improved flight behaviour if the ship is stuck or out of range
  • Mine/salvage ai now warns and stops if there is no cargo space and no ores/scrap metals on board
    • This prevents infinite mine/refine loops that warn every second
  • Mine/salvage ai now detects if non-refining fighters are used
Misc
  • Font size and height of console is now configurable in client.ini
  • Added error message when using r-mining and salvaging lasers if the cargo bay is full
Scripting API
  • Added a trim() function
  • Added a is_type() function to utility.lua
  • Removed GenerateTurretTemplate() API function since it only redirected into script turret generator anyways
  • Added getSquadHasRawMinersOrSalvagers(squadIndex) to hangar script api
Bugfixes
  • Fixed a crash in Server
  • Fixed a crash in Material when multithreading
  • Fixed some crashes in mine, salvage and refine scripts
  • Fixed a rare crash in turret factory
  • Fixed an issue where the calculation of the price a station pays for goods was wrong
  • Fixed a rare lua crash in xsotan attack event
  • Fixed a rare crash in resource trader window
  • Fixed an issue in crew transport when loading a galaxy
  • [UBR] Docking distance for transferring crew, cargo and fighters is now consistent

14
Feedback / Re: April 2019 Suggestions
« on: April 08, 2019, 10:19:49 AM »
Thanks for the feedback! A lot of those things are planned, we just haven't gotten around to implement them yet.

Some comments on some of your points:
1. This is not true. The collision damage reduction happens only when an AI-Owned ship smashes into you, i.e. collisions that explicitly aren't the player's fault.
2 - 4: Please provide examples and file bug reports in our in-game reporter
5: R-Harvesting lasers DO have a massively increased efficiency
9: Please file a bug report and send us the savegame when this happens, you can send it to koonschi@avorion.net
11: Please file a bug report for this, it's mostly an oversight

15
Bugs / Re: Beta 0.21.2 Bug List
« on: March 14, 2019, 11:14:09 PM »
Hey! Thanks for reporting those, we'll look into them. A few questions though:

Quote
-Clipping of popup info box on mouse hover on right of UI through popup notifications black bar
I'm having trouble following you here

Quote
-Player owned factories only work when player is in sector but still charge crew pay. They start working when player warps in.
How do you come to this conclusion? We have simulations and tests in place to ensure they work. Can you provide a working example on how to reproduce this issue? That would be incredibly helpful! Are you playing on a multiplayer server?

Quote
-When building green/red numbers on right hand stats when adding blocks are incorrect
Be more specific, which ones are wrong and when?

Quote
-In SP upon exiting building mode everything is frozen but can look around. Entering and exiting either the main menu or building mode corrects this
Again, multiplayer or singleplayer? it sounds like the game was paused.

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-Research of modules does not seem consistent. I have seen a few modules have “priority” over others. Combining like modules (e.g. m-tcs and a-tcs) don’t show this behavior, but when combining unlike modules (e.g. 3x rare shields and 1x rare thruster) the result is always a thruster. This only happens for certain combinations (one above is example). This may be hard to pin down if it’s a bug or mechanic.
I can't reproduce this at all. I tried your example and it worked just fine.

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Transporter blocks do not function. See my other post a while ago about that
As stated on your other post, have you installed the upgrade permanently?

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-Cargo fighters don’t transport cargo when player is out of sector.
As with all out-of-sector errors, can you provide example situations of where this happens? Or a minimal savegame? That would be incredibly helpful.

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-Out of sector crew of stations on auto-assign will somehow cause an imbalance and cause the crew to revolt. I have come back to several of my stations with hull half destroyed. When I get in the station the crew is not balanced and resetting the auto-assign will fix it.
Thanks! Auto-assigning crew is actually done on your own ship only, I can see how that could lead to problems.

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-Warping ships around in map mode occasionally requires multiple clicks for action. Having a small ship jump around new green dots in an area requires multiple clicks per dot while holding shift to chain commands. Some jump orders on list repeat sector. Possible freezing taking place at some interval which queues commands causing repeats.
This, and several other things you mentioned sound like the game simulation performance isn't good. Do you get icons on the top left about problematic server performance?

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