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Topics - koonschi

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1
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

2
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

3
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

4
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

5
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!

6
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!

7
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

8
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!

9
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

10
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!"

11
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

12
General Discussion / Avorion Official Discord Server
« on: February 25, 2019, 07:14:13 PM »
Avorion Official Discord Server: https://discord.gg/avorion

Hey all,

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

Have fun!

13
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

14
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:


15
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

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