Avorion Newsletter

Subscribe here to get the latest news about Avorion directly to your inbox. We'll be sending out newsletters monthly at max, and when a big release or something truly newsworthy happens, such as a new version, patch or similar.


Happy Easter

Hey guys,

The Boxelware Team wishes everyone a happy easter! We hope that you can enjoy a few days with your families.

We also have an anouncment: Avorion's soundtrack is now available as DLC from the store page! If you like the music, check it out!

Have fun!

Patch 0.21.4 - Mining Update

Hey, guys!

As already mentioned last week we are currently working on several updates at the same time. And one of them is finished now! The Mining Update is now live on the default Branch!

Mining Changes
We have revised the mining system so that it feels more like the actual mining of raw materials. The most efficient mining lasers no longer convert the mined asteroid directly into resources, but drop ores to be refined at any resource depot. They also deal 100% more damage! And on top of that we increased the amount of ores in asteroids by 33%. With this new system, using a specialized ship, you will make a lot more resources a lot faster by mining than with the old system.
Also don't worry: Using the galaxy map commands of the last update, you can tell your AI ships to mine ores and have them refined afterwards, so you can have your AI ships do the heavy lifting for you!

R-Mining/Salvaging Lasers
From now on, in addition to refining harvesting lasers (the ones that you know already) there will be a new kind of harvesting laser: R-mining and R-salvaging lasers, that drop ores from asteroids and scrap metal from other blocks. Old harvesting lasers will have lower efficiencies, whereas the new R-mining lasers will have extremely high efficiencies (up to 99% for mining lasers!) and double the damage of the old harvesting lasers.

The dropped resource ores and scrap metal can then be refined at a resource depot for a small fee (1% at good relations, 10% at very bad relations).

With the new transporter block and the associated transporter upgrade, fighter squadrons can also collect ores and scrap metal, so have fun building a harvester!

Music & New Icons
Per Kiilstofte and Hannes Kretzer have created new music for us which can now be heard in the game! There is new music for battle scenes and 6 new background soundtracks. In addition, we've expanded the game's sound engine to play music that matches the mood of the sector.
Since we have also been asked many times: You can look forward to Avorion's Soundtrack being available as a DLC soon.

Also: With this update we finally replace the placeholder icons with our own icons! We hope you like them as much as we do!

New Death Behaviors
Deaths in Avorion happen daily. So far, however, it was not always immediately clear why your ship got destroyed. With the new behavior we want to add more clarity. We have therefore introduced a death animation that shows what's happening to the ship for a few seconds (and gives you time to curse that darn asteroid!).
To further cushion your ship's death, you're not immediately reset to your reconstruction site, but are first placed into the drone and briefly invulnerable. Only when the drone has been destroyed and there are no more flyable ships in the sector, you will be returned to your reconstruction site.

With this update we're changing the ship founding fee a bit. We had tested a money fee on the beta branch, but we are now discarding it with this update. Instead of just costing iron as before, the material tier increases with the number of founded ships. And of course the starting block will be from the paid material.
Since we're getting regular feedback from you that crew costs too much, we want to reduce the regular crew expenses with this update. So from now on a ship needs less mechanics and engineers and additionally we have drastically reduced the regular salary.

Other Improvements
Of course we also continue our work on other, more general improvements. So the update brings a better flight behaviour of the AI, which can now also fly through denser asteroid fields without getting stuck.
The first time you restart the game after an update, you will be informed in a window about the most important changes. Furthermore we have added new warnings, which show reasons for performance problems.

A detailed overview of all changes can be found in the patch notes:


Dev Update: Upcoming Updates

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!

Beta Branch Patch 0.21.4 Patchnotes

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'.

  • 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
  • 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
  • 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

Beta Branch Patch 0.21.3 Patchnotes

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'.

  • Travelling resource merchants can no longer refine ores, since they can jump away without warning
  • Individual blocks of drones can no longer be destroyed as that could result in players getting stranded
  • Transporter Upgrade can only be installed permanently to avoid confusion
    • The bonuses are only applied when it's permanently installed anyways
  • Improved Harvesting AI
    • Harvest ai can now evade through small entities less than 5% of the ship's mass when stuck
    • Harvest ai can now free itself better when it gets stuck
  • Your ship's hyperspace animation is now reliably shown
  • AI-Owned entities that fly too far from the sector center (250km) and player (100km) are deleted
  • Founding a station is not possible when 230 km from the center of the sector or further
New Death Behavior
"We updated some behaviors when players are destroyed. Since destruction is already very punishing in Avorion, we're introducing a few changes to how players are treated after their ship is destroyed."
  • Player is now placed in his drone on ship destruction
  • Player is only returned to his reconstruction site once his drone gets destroyed and there are no other ships to fly
  • Players can now switch to any craft from the drone
  • Added a delay of a few seconds until player is placed in a new ship after destruction
  • Added a delay of a few seconds until player is moved to his reconstruction sector after destruction
  • Player's drone is invincible for 20 seconds on respawn
"With the introduction of the ship founding fee, we wanted to move the costs of ships and fleets more towards founding. We're reducing crew costs to actually MOVE the costs instead of only adding new expenses."
  • Reduced crew salary (must be paid every 3h)
    • Standard crewman: 80 -> 50
    • Engineer: 150 -> 100
    • Gunner: 300 -> 200
    • Miner: 300 -> 200
    • Mechanic: 150 -> 100
    • Pilot: 500 -> 300
    • Security: 500 -> 300
    • Attacker: 750 -> 400
    • Sergeant: 750 -> 400
    • Lieutenant: 2.000 -> 1.500
    • Commander: 5.000 -> 2.500
    • General: 10.000 -> 5.000
  • Reduced required crew
    • Engineer: Reduced required engineers by 50% for Thruster and Engine blocks (Shield Generators remain the same)
    • Mechanic: Reduced required mechanics by 50%
  • Transporter Upgrade supports fighter cargo pickup at 'Rare' or higher, down from 'Exceptional'
  • Updated several in-game hints
  • Improved german localization for some dialogs
  • Crew transfer text boxes are now emptied when clicked
  • Crew and Cargo transfer text boxes are reset to default value if window is closed and reopened
  • Improved the in-game variant of the game console
    • Implemented different colors for client/server normal/error/lua/lua error output
  • Exiting strategy mode is now more consistent with camera position
  • Added problem indicators when a ship has transporter blocks, but no transporter upgrade or vice versa
  • Added problem indicators when a ship uses R-Mining fighters but doesn't have a functioning transporter for them to pick up ores
  • Made coloring for permanent installation bonuses of upgrades clearer
  • Updated some loading screen tips with bad grammar
  • Added tooltips to clarify that crews have to be paid every 3 hours
Scripting API
  • Added localRect, localCenter and localPosition properties for UI Elements
  • Added documentation for '_restoring' global background variable in initialize()
  • Added onCrewLootCollected script callback
  • Added a "selected" variable to /run command
  • [UBR] Fixed an issue where burst fire for railguns and cannons wasn't available
  • [UBR] Fixed an issue where UI of crew tab would get reset regularly
  • [UBR] Fixed overly long bars in crew transfer menu
  • [UBR] Fixed a bug where AI ships that should refine ores would get stuck when using transporters
  • [UBR] Fixed a bug where AI ships that should refine ores would get stuck when refinement would take a long time
  • Fixed a crash when fighters collect loot for their mothership
  • Fixed a crash in turret building state
  • Fixed a crash when a block update for a non-existing block is received
  • [UBR] Turret AI can no longer see hidden resource depots in asteroids when the mothership can't either
  • Mining-Turret AI no longer tries to attack asteroids it can't mine due to material restrictions
  • Fixed a crash in server when the factions index was corrupted by a broken save
  • Mining AI no longer tries to mine asteroids it can't mine due to its laser material being too low
  • [UBR] Fixed an issue where ships would continue flying on sector change, smashing into objects potentially
  • [UBR] Fixed several issues where Harvesting AI would get stuck
  • [UBR] Fixed missing sound effect for salvaging lasers

Beta Branch Patch 0.21.2 Patchnotes

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'.

  • 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
  • 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
  • [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

Beta Branch Patch 0.21.1 Patchnotes

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'.

  • Transferring a ship to the alliance requires the alliance to pay the difference in founding fee
  • Increased range of r-mining lasers and r-salvaging lasers by 100%
  • Ship founding costs are now capped at 10m
  • 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
  • [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!"

Beta Branch Patch 0.21 Patchnotes

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
"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
"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
  • 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
  • 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
  • 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)
  • 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
"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

Patchnotes Patch 0.20.5

"We reverted yesterday's changes to captains from the previous version of this patch. We didn't think that change through and it wouldn't have achieved what we wanted to achieve anyways (which is getting exponential growth of mining fleets & passive income a little more under control). We still want to make fleets somewhat more mid- and late-game focused, but not at the cost of early game becoming a mindless grind."

  • Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
    • Fighters approach their target slower and fly away later
  • Crew salaries are now visible as tooltips in Fleet Tab
  • 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

Dev Comment: Patch 0.20.5 & Captains

After reviewing your criticism we decided to roll back the update 0.20.5 due to a very specific issue: Captains now costing lots and lots of upkeep. This made it impossible for players with fleets of lots of small ships to keep up financially, potentially leaving their ships stranded without crews and screwing up their saves. We apologize if this patch resulted in crews leaving your ships, we rolled it back as soon as we realized what damage it could do.

We wanted to push fleets and fleet management a little more to mid and late game, because we feel that that's the place for it, not early game. Early game in Avorion should be focused on building and improving your first ship. What we underestimated, is how many players there are who had already built ships and fleets in the early game and how this change impacted them.

Nobody likes grinding, and we do want you to be able to automate some tedious tasks towards mid and end game. So this change has nothing to do with us wanting you to grind even more. Automation, especially with the latest update, has become a very important gameplay pillar in Avorion and is here to stay. (Just please keep in mind that having hundreds of ships is not possible due to hardware and engine restrictions, the game engine simply isn't made for that kind of simulation.)

We stand with what we think about early, mid and late game and we will be looking into making fleets more of a mid, late or end game focused feature, but not at the cost of having the early game be a tedious grind, because nobody wants that. Instead, we want to give you more challenges to overcome, sinks to invest your resources into, and to give you goals you can work towards. We want founding new ships to give you a sense of progress, every new ship you found to be more special, and not just yet another mindless minion doing tedious tasks.