Sep 14, 2017
Avorion - Koonschi
This update is now available on the beta branch!

UI
  • Added more tips about fighters to loading screen
  • Added an icon for fighter factory
Balancing
"Fighters shouldn't cost as much as an entire ship, so we reduced both the material prices for production and the normal costs of fighters."
  • Drastically reduced material costs of fighters
  • Reduced impact of velocity and size on fighter prices
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
  • [UBR] Fixed several performance issues in hangar when lots of productions are active
  • [UBR] Fixed an issue that led to durability of fighters degrading
  • [UBR] Fixed stolen cargo being picked up even though cargo bay is configured otherwise
  • [UBR] Fixed dumped cargo rotating strangely
  • Fixed a crash in fighter factory
  • [UBR] Fixed inventory selection item highlights sometimes being white boxes in fighter factory
Sep 14, 2017
Avorion - Koonschi
This update is now available on the beta branch!

UI
  • Added more tips about fighters to loading screen
  • Added an icon for fighter factory
Balancing
"Fighters shouldn't cost as much as an entire ship, so we reduced both the material prices for production and the normal costs of fighters."
  • Drastically reduced material costs of fighters
  • Reduced impact of velocity and size on fighter prices
Bugfixes
"Bug reports by users are, as always, marked with [UBR]. Thank you guys for helping, testing and contributing. Keep it up!"
  • [UBR] Fixed several performance issues in hangar when lots of productions are active
  • [UBR] Fixed an issue that led to durability of fighters degrading
  • [UBR] Fixed stolen cargo being picked up even though cargo bay is configured otherwise
  • [UBR] Fixed dumped cargo rotating strangely
  • Fixed a crash in fighter factory
  • [UBR] Fixed inventory selection item highlights sometimes being white boxes in fighter factory
Sep 13, 2017
Avorion - Koonschi
We improved some of the graphics and fixed a few minor issues [Beta Branch].

Graphics
  • Added assembly block textures
  • Added some more detail to crew capsule loot model
Gameplay
  • Fighters are harder to hit and dodge in sectors without players
Misc
  • Added some more loading screen tips for fighter factory and hangar
Bugfixes
  • Fixed building mode closing (and not windows) when pressing Escape
Sep 13, 2017
Avorion - Koonschi
We improved some of the graphics and fixed a few minor issues [Beta Branch].

Graphics
  • Added assembly block textures
  • Added some more detail to crew capsule loot model
Gameplay
  • Fighters are harder to hit and dodge in sectors without players
Misc
  • Added some more loading screen tips for fighter factory and hangar
Bugfixes
  • Fixed building mode closing (and not windows) when pressing Escape
Avorion - Koonschi
The patch is now available on the beta branch!

Fighter Rework
  • Fighters can now be produced in the hangar
    • Assembly blocks provide a production capacity per second (details see below)
    • Fighters require a certain production effort to be produced
    • A fighter with a required production effort of 20000 takes 100 seconds on a ship with a production capacity of 200 per second
    • A fighter will always take at least 60 seconds to be produced
  • Fighters can be assigned as a blueprint to a squad for production
    • This will destroy the fighter and enable production for the squad
  • Fighter production costs materials
  • Fighter pilots have a high chance of ejecting into space when their fighter is destoyed (95%+)
    • Higher level fighter pilots have a higher chance of ejecting (and thus survival)
    • Ejected pilots can be collected like loot
  • Added a new Assembly Block that speeds up the production of fighters
    • Higher material assembly blocks provide more production capacity
    • Higher level assembly blocks enable more simultaneous productions of fighters
    • But: For 2 simultaneous productions at least 2 assembly blocks are required (and so on)
    • Maximum number of simultaneous productions is 5
  • Fighters now dodge shots whenever they would be hit
    • Every fighter has 3 dodges per minute and 1 for every professionality level of their pilot
    • When a fighter dodges, it becomes invulnerable to shots for 1 second
    • When all dodges are used up, fighters have a 30% chance (+10% per pilot level, max 50%) of dodging shots
    • Fighters do sick loops and barrel rolls when they dodge a shot
Fighter Factory
  • You can now design your own fighters at a fighter factory
  • Combine a plan with 200 or less blocks (WIP, we might change that number later on) with a turret to get a fighter
  • Fighters will deal 30% of the damage that the turret dealt and take over all other stats of the turret (except for independent targeting)
  • Fighter stats can be assigned with + and - buttons
  • The amount of points available for the fighter depends on the rarity of the turret that was used
  • Depending on the used material, fighters will get boosts in several areas
  • Fighter Factories will spawn in newly generated sectors
Gameplay
  • Hangar now shows the amount of deployed fighters
  • No more fighters can be added to a squad if the squad is full and deployed
  • Added sounds for debris effects from last update
  • Fighters can now be transferred between ships
  • AI controlled ships only deploy fighters that match the target (miners for asteroids, etc.)
Balancing
"Before, fighters were very easy to destroy, so we let them deal as much damage as normal turrets. Now, since fighters are a lot harder to kill and a lot easier to obtain (and maintain!) we think their damage should be reduced."
  • Reduced firepower of combat fighters by 70%
  • Reduced mining DPS of fighters by 50%
  • Reduced prices of force turrets
  • Turret factory spawns more often
Server
"These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."
  • Added a configurable maximum limit of deployed fighters per player/alliance and sector
Scripting API
  • Entity can now also be created with strings that contain uuids
  • Added a custom SelectionItem that can be used in UI selections
  • Added an interface to FighterAI component to access current target, squad, orders and mothership of a fighter
  • Added an interface to FighterController component to access squad orders
  • Added a FighterOrders enum
  • Added a WeaponCategory enum
Bugfixes
"As usual, bug reports that were submitted by users are marked with [UBR]. Thank you for reporting and keep it up, everyone!"
  • Fixed a rare crash when some entities get deleted
  • Fixed a crash/hang in delivery mission
  • [UBR] Factions that are at war with players and that would attack anyways will no longer scan for stolen cargo
  • [UBR] Factions that are at war with each other send less traders into enemy territory
  • [UBR] Fixed cargo UI showing cargo with an amount of zero
  • [UBR] Fixed insurance paying when station founders are transformed into a station
  • [UBR] Fixed a few turret duping issues
  • [UBR] Added missing RCON config to server.ini
  • [UBR] Added missing script background threads config to server.ini
  • [UBR] Fixed quick spinning of ship after loading screen
  • [UBR] Fixed loading screen hanging after pressing space
  • [UBR] Fixed Xsotan AI inaggressive in some cases
  • [UBR] Fixed hangar shields not being scaled when scaling whole ship in building mode
  • [UBR] Fixed crew transfer gui showing wrong numbers after transferring crew
  • [UBR] Fixed Habitat, Casino and Biotope missing from trading overview
  • [UBR] Changed screenshot filenames to the same format as Steam
  • [UBR] Fixed fighters flying away instead of staying with the mothership when circling or defending
Avorion - Koonschi
The patch is now available on the beta branch!

Fighter Rework
  • Fighters can now be produced in the hangar
    • Assembly blocks provide a production capacity per second (details see below)
    • Fighters require a certain production effort to be produced
    • A fighter with a required production effort of 20000 takes 100 seconds on a ship with a production capacity of 200 per second
    • A fighter will always take at least 60 seconds to be produced
  • Fighters can be assigned as a blueprint to a squad for production
    • This will destroy the fighter and enable production for the squad
  • Fighter production costs materials
  • Fighter pilots have a high chance of ejecting into space when their fighter is destoyed (95%+)
    • Higher level fighter pilots have a higher chance of ejecting (and thus survival)
    • Ejected pilots can be collected like loot
  • Added a new Assembly Block that speeds up the production of fighters
    • Higher material assembly blocks provide more production capacity
    • Higher level assembly blocks enable more simultaneous productions of fighters
    • But: For 2 simultaneous productions at least 2 assembly blocks are required (and so on)
    • Maximum number of simultaneous productions is 5
  • Fighters now dodge shots whenever they would be hit
    • Every fighter has 3 dodges per minute and 1 for every professionality level of their pilot
    • When a fighter dodges, it becomes invulnerable to shots for 1 second
    • When all dodges are used up, fighters have a 30% chance (+10% per pilot level, max 50%) of dodging shots
    • Fighters do sick loops and barrel rolls when they dodge a shot
Fighter Factory
  • You can now design your own fighters at a fighter factory
  • Combine a plan with 200 or less blocks (WIP, we might change that number later on) with a turret to get a fighter
  • Fighters will deal 30% of the damage that the turret dealt and take over all other stats of the turret (except for independent targeting)
  • Fighter stats can be assigned with + and - buttons
  • The amount of points available for the fighter depends on the rarity of the turret that was used
  • Depending on the used material, fighters will get boosts in several areas
  • Fighter Factories will spawn in newly generated sectors
Gameplay
  • Hangar now shows the amount of deployed fighters
  • No more fighters can be added to a squad if the squad is full and deployed
  • Added sounds for debris effects from last update
  • Fighters can now be transferred between ships
  • AI controlled ships only deploy fighters that match the target (miners for asteroids, etc.)
Balancing
"Before, fighters were very easy to destroy, so we let them deal as much damage as normal turrets. Now, since fighters are a lot harder to kill and a lot easier to obtain (and maintain!) we think their damage should be reduced."
  • Reduced firepower of combat fighters by 70%
  • Reduced mining DPS of fighters by 50%
  • Reduced prices of force turrets
  • Turret factory spawns more often
Server
"These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."
  • Added a configurable maximum limit of deployed fighters per player/alliance and sector
Scripting API
  • Entity can now also be created with strings that contain uuids
  • Added a custom SelectionItem that can be used in UI selections
  • Added an interface to FighterAI component to access current target, squad, orders and mothership of a fighter
  • Added an interface to FighterController component to access squad orders
  • Added a FighterOrders enum
  • Added a WeaponCategory enum
Bugfixes
"As usual, bug reports that were submitted by users are marked with [UBR]. Thank you for reporting and keep it up, everyone!"
  • Fixed a rare crash when some entities get deleted
  • Fixed a crash/hang in delivery mission
  • [UBR] Factions that are at war with players and that would attack anyways will no longer scan for stolen cargo
  • [UBR] Factions that are at war with each other send less traders into enemy territory
  • [UBR] Fixed cargo UI showing cargo with an amount of zero
  • [UBR] Fixed insurance paying when station founders are transformed into a station
  • [UBR] Fixed a few turret duping issues
  • [UBR] Added missing RCON config to server.ini
  • [UBR] Added missing script background threads config to server.ini
  • [UBR] Fixed quick spinning of ship after loading screen
  • [UBR] Fixed loading screen hanging after pressing space
  • [UBR] Fixed Xsotan AI inaggressive in some cases
  • [UBR] Fixed hangar shields not being scaled when scaling whole ship in building mode
  • [UBR] Fixed crew transfer gui showing wrong numbers after transferring crew
  • [UBR] Fixed Habitat, Casino and Biotope missing from trading overview
  • [UBR] Changed screenshot filenames to the same format as Steam
  • [UBR] Fixed fighters flying away instead of staying with the mothership when circling or defending
Avorion - ny
Hey everyone,

the Multithreading Update has been on the beta branch for a few days and everything looks great so we have moved it to the stable branch.

You can find the full patch notes here:
http://steamcommunity.com/games/445220/announcements/detail/1434814734666101237

For more information about the Multithreading Update see here:
http://steamcommunity.com/games/445220/announcements/detail/1434814734654746607

Please let us know if there are any problems. As always we are grateful for your help!

Have fun!
Avorion - ny
Hey everyone,

the Multithreading Update has been on the beta branch for a few days and everything looks great so we have moved it to the stable branch.

You can find the full patch notes here:
http://steamcommunity.com/games/445220/announcements/detail/1434814734666101237

For more information about the Multithreading Update see here:
http://steamcommunity.com/games/445220/announcements/detail/1434814734654746607

Please let us know if there are any problems. As always we are grateful for your help!

Have fun!
Avorion - Koonschi
Game
  • Camera looks into ship direction when entering a ship
Scripting API
  • Added an "Add Fighters" button to entitydbg.lua
  • Changed "Clear Sector" in entitydbg.lua to not delete own alliance ships
  • Renamed ai/fly.lua to ai/flythroughwormhole.lua
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you guys and keep it up!"
  • Fixed more issues related to multithreading and deleting entities
  • [UBR] Fixed some spelling issues
  • [UBR] Fixed a crash when a mining ship gets destroyed at the same time as a mining asteroid block
  • [UBR] Fixed shields and other components not being updated correctly
Avorion - Koonschi
Game
  • Camera looks into ship direction when entering a ship
Scripting API
  • Added an "Add Fighters" button to entitydbg.lua
  • Changed "Clear Sector" in entitydbg.lua to not delete own alliance ships
  • Renamed ai/fly.lua to ai/flythroughwormhole.lua
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you guys and keep it up!"
  • Fixed more issues related to multithreading and deleting entities
  • [UBR] Fixed some spelling issues
  • [UBR] Fixed a crash when a mining ship gets destroyed at the same time as a mining asteroid block
  • [UBR] Fixed shields and other components not being updated correctly
...