Avorion Newsletter

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15/08/2019

Beta Branch Patch 0.26 - Diplomacy

Diplomacy Gameplay
"We've reworked the way faction relations work. In addition to the relation points, there are now 4 distinct states, that you can slip in and out of, and that majorly define how AI factions interact with you. For example, AI ships will no longer always start attacking on sight when relations are bad; you need to be at war with a faction for that to happen. We also reworked faction traits and how they impact gameplay."

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'.

Neutral
  • Initial state for all newly met factions on the map
  • Very similar to the previous relations range -40000 to 60000
  • Normal interaction with stations and ships of the other faction
    • ... except for a few privileges where you must be allied with the faction
  • When relations are good enough (~95000, depending on faction traits), you can start negotiating an alliance
  • When relations turn too bad, the faction may declare War, but ...
    • In order for War to be declared from 'Neutral' you must commit an act of war (destroying, raiding, boarding a ship)
    • War won't be declared for minor issues like smuggling
War
"This is when they just shoot you, no discussion."
  • The only state where AI ships always attack on sight
  • Normal interaction with ships and stations is not possible
  • Can be negotiated to Ceasefire
  • No radio chatter
Ceasefire
"A ceasefire is a fragile pact where players can show their good intentions, and that they actually want to stop the war and improve relations."
  • Similar to Neutral
  • Some station and ship interaction is possible
  • When relations turn good enough (-30000 or above) 'Ceasefire' automatically changes to 'Neutral'
  • Committing an act of war by the player (no matter the relations) will terminate the Ceasefire and War will break out again
  • During a Ceasefire, when relations reach -100000 (worst possible), War will break out again
Allies
"Gain access to the best equipment of your ally. Players have less reputation loss, there are reputation loss caps and players call in merchants or reinforcements from your ally."
  • 50% less reputation loss with allied factions
  • "Soft caps" of losing reputation: No dropping below 90000 or 80000 with a single loss
    • Example: When at 96k (96000) relation points, and you "accidentally" destroy your allies' ship, you'd lose about 40k reputation. Instead it's halved to 20k and you won't drop to 76k, but to the 90k cap. After that, you can drop lower again.
  • Boarding or raiding an allied ship is always considered an intentional act of war and will terminate the alliance immediately
  • No smuggling controls by allied AI ships
  • Access to 'Exotic' and better equipment of your ally
  • Access to 2 new items:
    • Item that lets you call in equipment merchants of your ally, who sell equipment and valuable artifacts
    • Item that lets you call in combat reinforcements from your ally
Gameplay
"Tons and tons of small changes and adjustments: Reworked traits and their impacts, new targeter shapes and colors depending on War, Ceasefire, or standings, and so on."
  • Players can pay tribute to a faction to improve relations
  • Reworked traits of factions
    • Fewer traits with more impact on gameplay
    • Traits now influence the amount of repuation gained or lost, depending on what happened
  • Reduced relation point descriptions from 8 to 5 (Hostile, Bad, Neutral, Good, Excellent)
  • Reworked color scheme of relation statuses
  • Added new target indicators for 'War', 'Ceasefire' and 'Allies'
  • Implemented means to negotiate with AI factions
    • Players can now make money/resource offers in a specific range
    • Counterpart has a patience level that drops the more often a player makes an offer they don't like
    • Tribute, Ceasefire or Alliance is accepted when the offer is good enough
    • Once patience runs out, the player has to wait for some time until he can negotiate again
  • Relations can't be improved/worsended beyond a certain point with some kinds of interaction
    • A few examples:
    • Equipment trade won't improve relations beyond 75000
    • Using services of a faction (refinery, shipyard) won't improve relations beyond 45000
    • Smuggling won't worsen relations below -75000
    • Doing missions or helping via events (pirate attacks) will always improve relations
    • Destroying ships, raiding etc. will always worsen relations
  • Once relations drop below -80000, reconstruction sites are terminated
  • When a player is set to his home sector and his starting allies are at war with him, relations with them are set to "Ceasefire" and some money is taken from the player
  • Added mean radio chatter when in the territory of a faction that doesn't like you
Balancing
"Adjusted railgun damage, which was a little excessive sometimes, especially considering that railguns aren't projectiles but hitscan. Still does more damage the more blocks you hit, but in a more balanced manner."
  • Railgun base damage is now spread evenly over the first 4 hit blocks, then has a falloff of 20% per additionally hit block
  • More allies per faction will be spawned for wormhole guardian fight
  • Increased spawn region of AI and Swoks
Galaxy
"In order for the diplomacy changes to matter, we reduced the number of different factions. The galaxy map no longer looks like patchwork. This will not break existing saves! No new factions are introduced, and the changes will only affect newly generated sectors."
  • Reduced the amount of factions on the map
  • Factions now have much bigger territories
  • Increased reach of gates to better connect to far away sectors and avoid cut-off "islands" of factions
  • A player's relation to newly met AI factions can't be worse than -20k if he's no more than 150 sectors away from his home sector
    • Depends on difficulty, -20k for 'Normal' and easier, disabled at 'Difficult' and harder
    • Dev Comment: "We saw that, with bigger faction territories, there comes a high probability to start next to a faction that immediately hates the player and that has an extremely large territory they may have to traverse. Since that can prove very frustrating (esp. for new players), we've eliminated this possibility."
Diplomacy UI
"The diplomacy tabs for player and alliance got a complete overhaul! Aside from now being implemented in lua (modders rejoice!), they received a visual rework and will give you a lot more important information about your fellow space-dwelling factions. You can now see details about their traits and what they do, in addition to negotiation possibilities."
  • Complete rework of the diplomacy UI
  • Added sorting of factions by distance to the player's current location (ie. nearby factions are at the top of the list)
  • Added buttons for negotiating Ceasefire or Alliance, or for paying tribute to improve relations
  • Added detailed description of a faction's traits and how they affect gameplay
Client
"So this one is both hilarious and embarrassing: Since the Kickstarter Demo there was a bug in the background generation of the game, which, for some reason, was never discovered. We've fixed it and backgrounds finally look the way there were supposed to, with way more tiny stars! Apart from that we added some long-awaited smaller improvements to the building mode."
  • Massively improved space background quality
    • More background stars
    • While at it we also improved the quality for lower-res backgrounds (no more super ugly backgrounds at lower quality)
  • Improved tooltips
  • Added new radio chatter lines
  • Added more obvious radio chatter hints for players on how to meet Swoks and the AI
  • Reworked cargo transport license tooltip
  • Ship size is now shown in Building Mode
  • Block size of current block is now shown in Build Mode
  • Main menu: Renamed "Quit" to "Exit Game"
Misc
  • Improved behavior of ships flying too far away for players to hit them and staying at that distance
  • Several performance improvements for calculation of gate connections
  • Improved start sector creation, players are now guaranteed to be inside territory of another faction
  • Shots & torpedoes fired by player-owned, AI-controlled ships are now marked as such, plus intended target faction
    • Those shots now vanish when they hit an AI faction that the shot wasn't meant for, to avoid unwanted relation changes
    • In short: In order for your AI-controlled turrets, fighters or ships to damage ships / worsen standings with another faction, they must attack them on purpose, not hit them by accident
  • Player notification about gate usage now shows name of ship
  • "No money to pay crew" message now contains ship name
  • Turrets can now be placed over multiple blocks as long as they touch them
Scripting API
"Most important changes are: You can now add windows to the Hud and Alliance Tab, and you get full access to the player's known galaxy map."
  • Added a SectorView class
  • Exposed functionality to access known sectors of Player and Alliance on the map
  • Added a Relation class
  • Added more relations-related functionality to Player, Alliance and Faction
  • Relation loss for destroying other ships moved to lua from core engine
  • Added a getPresentFactions() function to Sector
  • Added AllianceTab as a scriptable UI
  • Added Hud as a scriptable UI
  • Extended Tooltip class
  • Implemented separate tooltip creation for Vanilla- and UsableInventoryItem
  • Implemented a replace function for faction names in tooltips
    • A construct like ${faction:54} will be replaced by the (localized) name of faction with index 54
  • Added a 'homeSectorUnknown' property for factions that don't really have a home sector (Xsotan, pirates, etc)
  • Added a SectorChangeType enum, which is passed as a parameter on the server when a player changes sectors
  • Mails are now localized
  • Added more functionality to various UI elements
  • Added a 'alwaysAtWar' property for AI factions
  • Renamed "isAI" property of Owner to "isAIFaction" for better consistency with the faction property
  • Fixed main.lua scripts not having access to everything they need in their initialize() function
  • Moved data/scripts/player/encyclopedia to data/scripts/player/ui/encyclopedia
Bugfixes
"What's an update without bugfixes? We've fixed quite a few bugs again. Thanks for reporting and keep it up, guys! UBR = User Bug Report."
  • [UBR] Fixed several instances of story-encounters where relations would be permanently worsened even though they shouldn't be
  • Fixed an issue where abandoning a mission sometimes didn't really terminate it
  • Fixed several issues where interactions could happen with stations even though they shouldn't, relation-wise
  • [UBR] Fixed a crash when downgrading torpedo shafts
  • Fixed an issue where server time counter didn't work due to floating point inaccuracy
  • [UBR] Fixed some broken translations in shop UI
  • [UBR] Fixed some factories giving the player money for upgrading
  • [UBR] Fixed cloning and academy not working while no players are in the sector
  • [UBR] Fixed an issue with ai ships adding jobs at a refinery
  • Forgetful AI: Fixed an issue where special friends or enemies of AI ships wouldn't be remembered over game shutdowns
  • [UBR] Fixed an issue where the orderchain didn't terminate mining/salvaging correctly and got stuck on that order
  • [UBR] Fixed several crashes caused by community translations
12/08/2019

Security Patch [Relevant for Modders]

Hey guys,

We're doing a quick security patch today that also affects the Scripting API.

Scripting API
"We're adjusting the Server API privileges to the Client API privileges."
  • Server Scripting API: Removed os.execute() and similar functionality
  • Server Scripting API: Removed all functionality for loading/executing binary files
  • Server Scripting API: Removed functionality to write-access any file on the system
    • Write access only allowed for %AppData%\Avorion\moddata\ and galaxy folder
    • Read access only allowed for %AppData%\Avorion\, installation folder, galaxy folder and folders of enabled mods
    • On unix-based systems, replace %AppData% with ~/.avorion

We still want mods to be able to communicate with external tools, of course. In order to make up for the lost functionality, we'll be adding a socket library in the near future.
06/08/2019

Update 0.25.2 - Encyclopedia


Encyclopedia
Good news for everyone who thought "Ugh, how exactly does this work again?" in the past: We've added an Encyclopedia Tab to the player menu, where you can (re)read about the most important mechanics of the game. It features a basic overview over the game's features so you don't have to look up every single thing on the wiki. It also has entries for various story-related characters that can be encountered. It's also spoiler-free: As players progress throughout the game, more entries get unlocked over time.

Speech Bubbles
We added speech bubbles to the game to improve the general flair of the game and add some more life to everyday space life. Speech Bubbles can contain everyday jibber-jabber but also hints for beginners, game mechanics or story progress. There's also going to be speech bubbles when a player in the same sector types text in multiplayer.


Comparing Stats
You can now easily compare turrets to see which is better or worse! Just hover the cursor over a turret and press 'E' for a quick and easy comparison. Also works for upgrades, torpedoes and fighters!

New Missions & More
We added some more missions to flesh out the content of the game. You can expect more missions, events and content over the next few updates.
And of course there are many more improvements and fixes. To get a list of all changes, check out the patch notes of the beta branch updates:

https://steamcommunity.com/games/445220/announcements/detail/2707145128897298018
https://steamcommunity.com/games/445220/announcements/detail/2707145128911803302
https://steamcommunity.com/games/445220/announcements/detail/2707145128915565379
30/07/2019

Beta Branch Patch 0.25.2

We're adding the possibility to compare upgrades, some Quality of Life and balancing updates and also a few crash fixes.

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'.

Client
  • Upgrades can now be compared
  • Upgrade tooltip texts are slightly darker to be easier on the eyes
  • Added a loading screen tip for comparing objects
Balancing
  • Reduced amount of free goods being delivered to player-owned consumer stations
  • Defense Weapons Upgrades are now randomized
  • Loot Collector Upgrades are now randomized
  • Transporter Software Upgrades are now randomized
  • Reduced drift of stations
Bugfixes
  • [UBR] Fixed a crash in Boarding check if an entity is boardable by another faction
  • [UBR] Fixed an issue where a station deleted by a player would cause a sector to be turned into a hazard zone
  • [UBR] Fixed torpedo names being messed up in equipment dock
  • Fixed an issue where it was possible for alliances to board their own members' ships
29/07/2019

Beta Branch Patch 0.25.1

In this patch we're fixing several bugs and a very annoying multiplayer crash, when selecting the ship of another player. Some quality of life changes also made it into this one.

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'.

Client
  • Removed rebind option of pause menu key
  • Updated encyclopedia
  • Fighters can now be compared
  • Torpedoes can now be compared
Misc
  • Added specific error messages for salvaging and mining when the material tier of the weapons is too low
  • Added context to several translations that are spread over multiple lines
Bugfixes
  • [UBR] Fixed an issue in crew board menu where sliders for captains weren't working as intended
  • [UBR] Fixed an issue in turret factory where the required amount of ingredients could become a floating-point number
  • [UBR] Fixed a crash when selecting a ship
  • [UBR] Fixed a few issues when faction details are required on client but not yet sent by server
25/07/2019

Beta Branch Patch 0.25 - Encyclopedia

We're adding an encyclopedia to the player window, where you can read about all important game mechanics. Other important features are speech bubbles, a few new missions and, last but not least, a feature where you can compare turrets. We've also included tons of bugfixes, some new bugs and a lot of extensions to the Scripting API.

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'.

Encyclopedia
"In order to keep everything organized and clear, we're adding an Encyclopedia Tab to the player menu, where you can read about important game mechanics, characters and other content of the game."
  • Implemented an Encyclopedia as a tab in Player Window
  • Encyclopedia serves as a log where you can (re)read about the most important mechanics of the game
  • It also has entries for various characters that can be encountered
  • More entries are unlocked while players progress in the game
Speech Bubbles
"We wanted to add more life to the galaxy and at the same time give players useful hints on what to do with the story. Those are still experimental, and we will tune them in case they are annoying. Feedback appreciated!"
  • Added speech bubbles for stations and ships flying around, to add more life
    • Speech bubbles include jibber jabber, hints to game mechanics, bosses, artifacts, etc.
    • Speech bubbles are displayed when characters talk, or when players send chat messages
Gameplay
"We added some more missions to flesh out the content of the game. We'll be adding more and more missions and events over the next few updates. Missions will also grow in complexity in the future!"
  • Added a new mission where the player must cover the retreat of a fleet during a losing battle
  • Added a new mission where the player must deliver goods
  • Added a new mission where the player must protect settlers who want to found a new colony
  • Threatening ships increases the hazard zone score of a sector
Client
"Lots of QoL features, and most importantly: Compare Turrets by pressing E!"
  • Items can now be compared by pressing E while hovering mouse over the item
    • For now, only turrets can be compared. Fighters, upgrades and torpedoes will follow soon
  • Default chat channel filter is "Everything"
  • Added a hint to /help command when a player enters a wrong command
  • Slightly increased contrast of space backgrounds
  • Added several performance improvements
  • Added a context menu entry for posting an inventory object to chat
  • Slightly reduced color brightness of tooltips
Scripting API
"Modders rejoice! We've added a lot of improvements to the Scripting API. You can now register new tabs in the player window and we've added tons of convenience functions."
  • Added functionality for adding new tabs to player window via player scripts
  • Added a UI Tree class
  • Added a "scrollable" property to TextField
  • Added a GameInput class
  • Added a structuredmission.lua framework for making new missions more easily
  • Added an API call runScript() to load a temporary script in a temporary, separate VM and execute a function in it
  • Added more robustness to values returned in secure() (which doesn't support saving of API objects)
    • Uuids are turned into strings
    • Vectors are turned into tables with x, y, z, w components
    • Other objects are generally turned to nil
  • Added dbg() function for easier debugging and printing
  • Improved documentation for various script functions
  • Added a Sector:exists(id) function (performance optimization, avoids a memory allocation)
  • Added a script to bind an entity's lifetime to a specific mission of a specific player
    • The entity is then deleted after the mission is over
  • Added a invokeFunction() function for client-side sector
  • Added a new predefined function initializationFinished() which is called after initialization of a sector
    • And after all initialize() functions were called
    • After loading on server, after complete creation on client
  • Added font and fontColor properties to TextField
  • Added getEntitiesByScriptValue() function to client-side Sector
  • Added a Chatter value to ChatMessageType enum
  • Added reading of player state type to client-side Player
  • on[Pre/Post]RenderHud: PlayerStateType of player is now passed as an argument
  • Added namespaces to more Entity scripts
Bugfixes
"As usual, bug reports marked with [UBR] are user bug reports. Thanks to everyone who keeps reporting those, and keep it up!"
  • Scripting API: Fixed Sector and Player not being able to receive LuaValueEx as arguments when adding scripts
  • [UBR] Scripting API: Added missing PlayerId to API
  • Fixed server information messages being shown twice in "Everything"
  • Fixed plenty of money and resource changes not being shown for players
  • Fixed reconstruction tokens not being removed when deleting the ship in the build mode
  • Fixed some memory leaks in async ship generator
  • [UBR] Fixed translations of torpedo names
  • [UBR] Fixed indicators of missions, systems, etc. being drawn in neutral editor
  • Fixed a crash in building mode when player is destroyed while building
  • [UBR] Fixed an issue where the number of higher ranking members was based on the amount of workforce, not the amount of workers
  • Fixed an issue where arrow keys didn't control the chat input bar when in strategy mode
  • Fixed an issue when unbinding keys, added dedicated confirmation dialog
  • Fixed dumping of cargo not working correctly due to new sorting
23/07/2019

Update 0.24.1 - Boarding


Boarding
We added boarding! In order to board an enemy ship, you must first damage it and then launch fighter squadrons that transport your boarders to the soon-to-be-yours ship. Boarders will then fight on the other ship until the enemy defense system and crew is beaten. Once there is no enemy crew left, the ship is yours!

When boarding a station, its production facilities are destroyed upon takeover, and have to be rebuilt in order to work again. When boarding a cargo ship, its cargo is not marked as stolen.


Cloning
Hiring tons and tons of crew can be very tiresome. In order to improve this front, we're now adding the possibility to clone crew on your ships and stations. We added cloning pods as a new block, which you can then use to clone crew on your ship. Cloning a crewman takes a fixed time, increased cloning capacity will allow you to clone more crewmen in parallel.

Academy
Since cloned crew is untrained, you will need facilities to turn your untrained crewmen into specialists. Similar to cloning pods there are now Academy Blocks, that help turn your crewmen into specialists. Similar to cloning, training a crewman takes a fixed time, and more academy blocks allow you to train more people in parallel.


UI Improvements & More
There are several more improvements coming with this patch: The Cargo Tab got some improvements like coloring and sorting, overheating bars are now rendered next to turrets, Xsotan are stronger but jump away when unprovoked, reworked energy cooling, and much more!

To get all changes, check out the patchnotes of the beta branch updates:

https://steamcommunity.com/games/445220/announcements/detail/1601510700259911187
https://steamcommunity.com/games/445220/announcements/detail/1600382809846349778
19/07/2019

Beta Branch Patch 0.24.1

In this patch we're fixing a few bugs and improving usability. Cargo Bay UI is now clearer. Overheating Bars are now next to the turrets they refer to and are not shown when not necessary. The Scripting API has been extended for turrets.

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
  • AI ships, turrets and fighters stop attacking a ship when it's being boarded by own faction
Balancing
  • Increased maximum speed of fighters
Client
  • Added hints for when there are no boarders but shuttles and vice versa
  • Added loading screen tips for boarding
  • Updating tags of workshop designs is now possible
  • Cloning and Academy UI is now hidden when not required
    • It is still possible to unqueue members when the capacity is zero
  • Added a "Rebuilding Geometry ..." text while red checkerboard overlay is active
  • Improved Cargo Tab
    • Added icons to cargo tab
    • Cargo is now colored, depending on if it's stolen, illegal, etc.
    • Cargo is now sorted alphabetically
  • Overheating bars are now rendered next to the turrets that are affected
  • Overheating bars are not shown when not necessary
  • Fixed indicators of complex or L-shaped stations being outside their block structure
Scripting API
  • Added a function getLoadedSectors() in Galaxy that returns coordinates of all sectors in memory
  • Added Turret component interface
  • Added TurretAI component interface
  • Added TurretController component interface
  • Extended ShipAI component by several functions to find or check enemies
  • Added a getDeployedFighters() function to FighterController component
  • Implemented a LoadTurretDesignFromFile function
  • Added ClientSettings class for reading settings
Bugfixes
"As always, bug reports marked with [UBR] are user bug reports! Thanks for reporting and keep it up!"
  • Fixed an issue in onDestroyed() callback
  • Fixed a crash in scrapyard related to a mod example
  • [UBR] Fixed an issue where remote-editing small ships would make them disappear
    • For technical reasons, remote-editing ships is no longer possible with neutral editor
  • [UBR] Fixed red "block removed" mesh not disappearing when remote building a small ship
  • [UBR] Fixed an issue where unbranded reconstruction tokens could be bound to non-ships
  • [UBR] Fixed reconstruction tokens not being transferred to alliance with ship
  • Fixed a crash when upgrade generator lua file is destroyed by mods
  • Fixed a crash when mods modify several weapons
  • Fixed a rare crash when shutting down server
  • Fixed several minor crashes in scripts
  • [UBR] Fixed an issue where some upgrades would not update their UI functions because callbacks were missing
  • Fixed missing translations when tags mismatch
  • Fixed an issue where the amount of queued members in the academy was wrong on the client
  • Fixed tooltips of battery weapons
  • [UBR] Fixed Xsotan not turning aggressive when another Xsotan ship was destroyed
  • [UBR] Fixed an issue where the displayed number of died boarders could be too small
  • [UBR] Fixed an issue where too many attackers were removed from a ship when starting crew shuttles
09/07/2019

Beta Branch Patch 0.24 - Boarding

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'.

Boarding
"We added boarding! In order to board another ship, you must first damage it and then launch fighter squadrons that transport your boarders. Boarders will then fight on the other ship until the enemy crew is beaten."
  • In order to board a ship or station, its hull must be below 30%
  • Boarding is done with boarders and crew shuttles
    • Crew shuttles transport up to 10 boarders can fly to the target in multiple waves!
  • Squadrons with crew shuttles can now be issued a "Board" order, which transports Boarders to the target
  • When boarding, the attacking boarders will fight the (entire) defending crew of the other ship, until one of the two is gone completely
  • The defending crew fights in this order:
    • Defense Systems
    • Security & defending Boarders
    • Normal Crew
    • Officers
    • Captain
    • Captain and higher ranked officers will put up a final fight before the attack is over
  • During the attack, the craft is damaged severely
  • When boarders win, the attacked craft is transferred to the boarding faction
  • Added Defense Weapons (System Upgrade), which can be installed to help defend the ship when boarded
    • When beaten during an attack, Defense Weapons are only deactivated until the next attack, not destroyed
  • Boarding a station destroys its production (or other) facilities. They must be rebuilt to work
  • Cargo of boarded ships/stations is not marked as stolen
Cloning & Academy
"Hiring tons and tons of crew can be very tiresome. In order to improve this front, we're now adding the possibility to clone and train crew on your ships and stations!"
  • Added Cloning Pods Block (starting at Xanion)
  • Added Academy Block (starting at Xanion)
  • Crewmen can now be cloned on the ship
    • Cloning costs a small fraction of the crewman's salary
    • Cloned crewmen are untrained
    • Cloning requires at least one other crewman on the ship in order to work
  • Cloning a crew man takes 15 minutes, more Cloning Pods Blocks increase the amount of parallel cloning capacity
  • Crewmen can now be trained on the ship to be specialists
    • Training costs a small fraction of the crewman's salary
    • While crewmen are trained, they're not part of the working crew
  • Training a crewman takes a fixed time (30 - 60 mins, depending on job), more Academy Blocks increase the amount of parallel training capacity
War Zones
"Destroying freighters now has an impact on the economy of a sector."
  • Sectors where a lot of ships get destroyed are tagged as a hazard zone (if there are witnesses)
    • Hazard zones will return to peaceful after some time of no ships being destroyed
    • Traders and other civil ships avoid war zones
Xsotan Behavior
"The Xsotan never really felt like a threat, and we don't really like that. We increased their damage, but to compensate for that, they will move on to another sector when not provoked for a few minutes."
  • Increased damage of Xsotan ships by 100%
  • Xsotan jump out of the sector after at least 2 minutes of not being provoked
  • Increased volume of sector defender ships by 50%
  • Increased damage of sector defender ships by 100%
  • Xsotan attacks happen less often in the outer regions of the galaxy
Turret Energy Requirements
"We're reworking the way energy weapons work. Sometimes energy weapons were basically unusable due to the cooling mechanic. We're reworking energy weapons to have a battery now instead."
  • Reworked energy consumption of turrets
  • Energy turrets now have a battery that has to be recharged, instead of costing more and more energy to work
  • Battery of turrets is recharged using the ship's energy
  • Damage of turrets with low battery is reduced
  • Energy turrets can now use "Power Unit" trading good to increase battery charge in turret factory
Gameplay
  • Added Defense Weapons Upgrade
  • Fighter Squads now have distinct categories for easier handling (esp. for AI)
  • Boarder and security can only level up by fighting
  • Refine AI can now collect refined resources without depositing ores in the same run first
  • Improved robustness of refine AI
Balancing
  • Security and Boarders now have a workforce of 1, independent of their level, for better clarity
  • Adjusted hire costs of Boarders to 2000
  • Adjusted salary of Boarders to 1500
  • Military outpost only has crew available that is related to fighting
  • Rebalanced damage of Bolters and Pulse cannons so their cooling no longer reduces their damage
  • Increased damage of Pulse Cannons by 50%
  • Pirate-infested sectors are scaled down in outer & beginner areas
    • They are at full strength again at 370 sectors distance to the galaxy core
Scripting API
  • Added a Sector:getEntitiesByScriptValue() function
  • Added Sector and Entity callbacks onBoardersLand, onBoardingFight, onBoardersDefeated, onBoardingSuccessful
Client
  • "Weak Ship" ship problem isn't shown in beginner areas where there are no persecutors
  • Removed "not yet implemented" tooltip text for Boarding
  • Reworked CrewUI to be more compact and show a lot more information
  • Warnings and Errors are now also displayed in the "Chat" channel of the chat window
  • Empty squads are greyed out in the controls on the left
  • Updated Game Credits
Bugfixes
"As always, bug reports marked with [UBR] are user bug reports. Thanks everybody for reporting and helping us, and keep it up!"
  • Fixed an issue with the window that shows the most important, latest changes
  • [UBR] Fixed wrong Sector constructor call in searchandrescue.lua
  • [UBR] Fixed an issue in crew hiring UI where numbers could overflow
  • Fixed an issue where clicking order buttons in strategy mode interfered with the selection
  • Fixed an issue in strategy mode where the stop order didn't clear the visible line of the last order
  • Fixed a crash in scrapyard script related to a mod example
  • Fixed a crash when upgrade generator lua file gets messed up by mods
  • Fixed a rare crash when shutting down server
  • Fixed a crash when mods mess up mining lasers
  • Fixed an issue where ships without captain would jump when ordered via map commands
  • Fixed an issue where gyros with different orientations could be merged
  • Fixed a rendering bug where Xanion and Avorion overlays weren't rendered correctly for some blocks
02/07/2019

Update 0.23.4 - Workshop Mods


Mods
After several weeks of testing, Avorion Workshop support for mods is now live on the default branch! This update introduces big changes in the game's bowels to make modding as easy as possible for both modders and mod users.

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.

To download a mod, simply subscribe to the workshop item. In the main menu, there is now a new window in Settings -> Mods, where you can enable all downloaded mods to your heart's desire. Keep in mind that mods can corrupt saves!

Creating Mods
Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:

General Introduction: https://wiki.avorion.net/Modding
Modding Guide: https://wiki.avorion.net/Writing_your_own_Mod
Mod Examples: https://wiki.avorion.net/Mod_Examples
Avorion Internals Guide: https://wiki.avorion.net/Avorion_Internal_Architecture
Modding Pitfalls: https://wiki.avorion.net/Modding_Pitfalls
Debugging: https://wiki.avorion.net/Debugging_Scripts
Best Practices: https://wiki.avorion.net/Best_Practices

Using Mods on Dedicated Servers
Dedicated servers download workshop mods configured in a new modconfig.lua file. Clients that connect to those servers will download mods automatically (without subscribing).
More about that: https://wiki.avorion.net/Using_Mods_on_Dedicated_Servers

Full Update Notes
If you want to know everything about modding and using mods, check out the following patchnotes:
https://steamcommunity.com/games/445220/announcements/detail/2894038190196982550
https://steamcommunity.com/games/445220/announcements/detail/1610512829589688080
https://steamcommunity.com/games/445220/announcements/detail/1599255098332107149
https://steamcommunity.com/games/445220/announcements/detail/1603759965330512367
https://steamcommunity.com/games/445220/announcements/detail/1600382809820613220