We've fixed the issues with crew morale and we've also added a command /addcrew so you (or an administrator) can restore your ship's crew in case they left because of the bug. We've also fixed an issue where the output of the /help command was incomplete and we've improved the formatting, so you can scroll through the commands.
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'.
Hotfix 0.15.1 Patchnotes
Fixed several issues with crew and morale for missing officers
Added hints and more error messages to make crew behaviour clearer
Added a new command /addcrew
Scripted server commands appear in /help overview now
We've fixed the issues with crew morale and we've also added a command /addcrew so you (or an administrator) can restore your ship's crew in case they left because of the bug. We've also fixed an issue where the output of the /help command was incomplete and we've improved the formatting, so you can scroll through the commands.
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'.
Hotfix 0.15.1 Patchnotes
Fixed several issues with crew and morale for missing officers
Added hints and more error messages to make crew behaviour clearer
Added a new command /addcrew
Scripted server commands appear in /help overview now
This is the patch for the economy update, that should resolve lots of issues that we didn't get around to fix for the first update to the beta branch. We've also made quite a few performance improvements, which you should especially feel during battles and when building ships.
If everything goes well, we'll set the update live on the main branch during the 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'.
Gameplay
Relations to AI factions can now be worsened in diplomacy tab for players and alliances
Added new factories: Coal Mine and Oil Rig
Hangar starting positions now always stick out 150 meters over the bounding box of the craft
The spawning of traders now depends on the prices set at factories
Low prices: More traders that like to buy
High prices: More traders that like to sell
Missing ranking officers no longer prevent players from buying crew
Instead, morale drops over time
In turret factories, independent targeting can now be enabled with Targeting Systems
Factories can now be upgraded in their config menu
Balancing
Reduced amount of reputation loss when smuggling by 50%
Biotope buys plants now
Graphics
Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
Performance Tuning
Collision data in building mode is now calculated asynchronically for better performance while building
Improved performance of building stats preview when placing/removing a block
Auto-saving of ships is now done asynchronically for better performance
Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
UI
Increased amount of UI background threads to 4
Added several more loading screen tips concerning building and crew
Added warnings depending on the available amount of vram
Added a hint for pressing ALT to select attachment block for templates
Tabbing through textboxes in multiple places works as intended now
Auto-save of builds in build mode can be turned on/off
When a local dedicated server is started, singleplayer button gets disabled
Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
Collected all (potential) good trading windows in one "Trade Goods" window
Mines no longer have 2 separate options "Buy/Sell" and "Sell"
Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
Added ship problem messages for low morale and missing ranking officers
Added warning icons for crew issues to crew tab
Factories can now be configured when the player is inside them
Server
Removed printing of .svg file from /status command (.html file is still there)
Scripting API
Reenabled client IO and OS libraries with security checks in place
Client-sided IO can only write to the %appdata% path
Added an Entity function to wait for async work
Fixed a crash when registering a new script interaction during an ongoing script interaction
Server no longer returns non-initialized players in getOnlinePlayers() function
When AttackState is set to attack an entity without a plan it switches to its parent or no target
Caption of windows can be read out now
Tabs in tabbed windows can now be moved all the way to the right
Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
Bugfixes
"As usual, we mark bug reports by users with [UBR]. Thanks again for all the help and reporting, and keep 'em coming!"
[UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
[UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
[UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
[UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
[UBR] Fixed an issue where borders of inventory selections were resetting
Fixed an issue where data packages for the player would sometimes get discarded during loading screen
[UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
[UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
[UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
Fixed error message argument in smuggler's market
Fixed a few spelling errors
Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
Fixed a few script documentation issues
[UBR] Fixed an issue where transforming a block would also change its color
[UBR] Fixed an issue with the display of atmospheric fog on Intel devices
[UBR] Fixed an issue with the display of point sprites
[UBR] Fixed an issue where items would only be picked up on the server
[UBR] Fixed an issue with error sending in fighter factory
[UBR] Fixed an issue with jittering of fighters with very high agility
[UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
[UBR] Fixed an issue with wrong prices in trading after selling or buying goods
[UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
[UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
Fixed an issue that could lead to overflow in faction payments
Fixed overheating displayer showing black bars instead of yellow/orange
[UBR] Fixed damage going down for some turrets in turret factory
[UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
This is the patch for the economy update, that should resolve lots of issues that we didn't get around to fix for the first update to the beta branch. We've also made quite a few performance improvements, which you should especially feel during battles and when building ships.
If everything goes well, we'll set the update live on the main branch during the 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'.
Gameplay
Relations to AI factions can now be worsened in diplomacy tab for players and alliances
Added new factories: Coal Mine and Oil Rig
Hangar starting positions now always stick out 150 meters over the bounding box of the craft
The spawning of traders now depends on the prices set at factories
Low prices: More traders that like to buy
High prices: More traders that like to sell
Missing ranking officers no longer prevent players from buying crew
Instead, morale drops over time
In turret factories, independent targeting can now be enabled with Targeting Systems
Factories can now be upgraded in their config menu
Balancing
Reduced amount of reputation loss when smuggling by 50%
Biotope buys plants now
Graphics
Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
Performance Tuning
Collision data in building mode is now calculated asynchronically for better performance while building
Improved performance of building stats preview when placing/removing a block
Auto-saving of ships is now done asynchronically for better performance
Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
UI
Increased amount of UI background threads to 4
Added several more loading screen tips concerning building and crew
Added warnings depending on the available amount of vram
Added a hint for pressing ALT to select attachment block for templates
Tabbing through textboxes in multiple places works as intended now
Auto-save of builds in build mode can be turned on/off
When a local dedicated server is started, singleplayer button gets disabled
Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
Collected all (potential) good trading windows in one "Trade Goods" window
Mines no longer have 2 separate options "Buy/Sell" and "Sell"
Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
Added ship problem messages for low morale and missing ranking officers
Added warning icons for crew issues to crew tab
Factories can now be configured when the player is inside them
Server
Removed printing of .svg file from /status command (.html file is still there)
Scripting API
Reenabled client IO and OS libraries with security checks in place
Client-sided IO can only write to the %appdata% path
Added an Entity function to wait for async work
Fixed a crash when registering a new script interaction during an ongoing script interaction
Server no longer returns non-initialized players in getOnlinePlayers() function
When AttackState is set to attack an entity without a plan it switches to its parent or no target
Caption of windows can be read out now
Tabs in tabbed windows can now be moved all the way to the right
Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
Bugfixes
"As usual, we mark bug reports by users with [UBR]. Thanks again for all the help and reporting, and keep 'em coming!"
[UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
[UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
[UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
[UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
[UBR] Fixed an issue where borders of inventory selections were resetting
Fixed an issue where data packages for the player would sometimes get discarded during loading screen
[UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
[UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
[UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
Fixed error message argument in smuggler's market
Fixed a few spelling errors
Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
Fixed a few script documentation issues
[UBR] Fixed an issue where transforming a block would also change its color
[UBR] Fixed an issue with the display of atmospheric fog on Intel devices
[UBR] Fixed an issue with the display of point sprites
[UBR] Fixed an issue where items would only be picked up on the server
[UBR] Fixed an issue with error sending in fighter factory
[UBR] Fixed an issue with jittering of fighters with very high agility
[UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
[UBR] Fixed an issue with wrong prices in trading after selling or buying goods
[UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
[UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
Fixed an issue that could lead to overflow in faction payments
Fixed overheating displayer showing black bars instead of yellow/orange
[UBR] Fixed damage going down for some turrets in turret factory
[UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
just wanted to let you all know what we are currently working on. When developing a game, there is a lot of internal work, that players don't see directly but which still benefits them indirectly. For example, we have recently added a better crash detection and automated reboot to our test server, which will help us speed up debugging and free up resources that were previously spent on manual reboot (both time and mental energy of developers) that can now be invested in more important tasks.
Something new we've been working on are asynchronous calculations of ship stats to increase the performance of the game when ships lose parts in a fight or are changed in build mode. So far this would cause stuttering when large ships were involved because recalculating the stats takes longer the larger the ship is. In the future, this calculation will take place in a separate thread, updating the stats as soon as the calculations are done. Using this method, we were able to reduce the time it takes to place a block on a large ship of more than 75 000 blocks from roughly 800 ms (> 50 frames) to about 70 ms (~ 4 frames).
We're also adding two new types of factories for producing raw oil and coal respectively to complete the production chain for turret crafting (sorry for the oversight!). So far these goods needed to be obtained by trading but soon you can be self sufficient when building turrets for your empire!
While the Economy Update is on the Beta Branch, bug fixing and testing takes up a large portion of our time right now.
just wanted to let you all know what we are currently working on. When developing a game, there is a lot of internal work, that players don't see directly but which still benefits them indirectly. For example, we have recently added a better crash detection and automated reboot to our test server, which will help us speed up debugging and free up resources that were previously spent on manual reboot (both time and mental energy of developers) that can now be invested in more important tasks.
Something new we've been working on are asynchronous calculations of ship stats to increase the performance of the game when ships lose parts in a fight or are changed in build mode. So far this would cause stuttering when large ships were involved because recalculating the stats takes longer the larger the ship is. In the future, this calculation will take place in a separate thread, updating the stats as soon as the calculations are done. Using this method, we were able to reduce the time it takes to place a block on a large ship of more than 75 000 blocks from roughly 800 ms (> 50 frames) to about 70 ms (~ 4 frames).
We're also adding two new types of factories for producing raw oil and coal respectively to complete the production chain for turret crafting (sorry for the oversight!). So far these goods needed to be obtained by trading but soon you can be self sufficient when building turrets for your empire!
While the Economy Update is on the Beta Branch, bug fixing and testing takes up a large portion of our time right now.
The economy update is almost ready and available on the beta branch! In this patch, we've reworked factories, stations and a lot of things that have to do with economy. Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation!
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
"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
Predictable Crew: Hireable crew is more dependent on the type of station
Event: Resource Depots request delivery of a specific resource
Player ships can now be transferred to the alliance (no taksies backsies though!)
Added trading between players
Players can now trade money, resources, items and relation improvements
AI trading ships are now pulled towards/pushed away from docks with a tractor beam
AI trading ships avoid occupied docks
When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
Fulfilling delivery missions now improves relations
Economy
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
Added cargo shuttle "fighters"
Cargo shuttles can be bought at equipment docks
Custom cargo shuttles can be built at a fighter factory
Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
Factories can be configured to request traders when they are full or run out of ingredients
Factory production time is influenced by value of the production and the production capacity
Factory station extensions now add production blocks
Rebalanced several goods and production chains to avoid completely over/underpowered factories
Crew payment is now only a third of what it used to be, matches with shown pay now
More secure stations
Stations require less repair crew
Station crew payment reduced by 75%
Station Building
Players can now found the following stations:
Biotope
Casino
Habitat
Equipment Dock
Fighter Factory
Research Station
Resource Depot
Smuggler's Market
Trading Post
Turret Factory
Military Outpost
Shipyard
Repair Dock
Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
UI
Added tooltips to mission exclamation marks on the galaxy map
Added an icon to show when bulletin boards have missions
Improved names of stations in delivery missions
Fighters that are unable to land make an error message pop up at the top of the screen
Energy usage of energy weapons is now also visible when they're not firing
Automatically create new squad if there is no free slot when transfering fighters
If there is a free slot in a non-adjacent squad it is used first
Added description of relations to sector-controlling faction to galaxy map tooltip
Lost fighters without motherships can now be collected by other ships of the same faction
Added a hint for rearranging energy system priorities
Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
Reworked chat window
Added filters for different channels
Added a scroll bar for the last few hundred messages
Removed own playername from dropdown menu when writing an email
Items marked as "trash" are now at the end of inventory lists
Improved visibility of the trash icon
Trading routes are detected when both stations sell/buy for 0 credits
This is important for trading routes between player owned stations
Added a warning when a new key binding is already bound to another key
Removed a few outdated hints
Client
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
Improved printing of GL errors
Added new MessageBoxes that work on Linux as well
Added a check for crashes at startup
Improved compatibility for older GPUs
Added lots of new loading screen tips
Added some Sci-Fi and actual science trivia to loading screen tips
Improved full-screen resolutions for computers with multiple, varying size displays
Improved handling mouse and windows for computers with UI scaling enabled
Improved networkd and client performance when removing multiple blocks
Server
Fixed an issue where /run command would not work with normal statements
Added a devMode setting to server.ini
Fighter minimum production limit is 5 seconds instead of 60
No hyperspace restrictions
entitydbg.lua script is attached by default to nearly all entities
Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
Added a value to server.ini to restrict the maximum amount of blocks for player crafts
Added values to server.ini to restrict the maximum amount of volume for player ships and stations
Added values to server.ini to restrict the maximum amount of player ships and stations
Misc
Improved accuracy of fighter-to-station distance calculation
Added some minor bugs
When a player-owned, but non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
Massively improved generated Documentation
Parameter names are added correctly
Return value types are added correctly
Added documentation for predefined scripts and their available functions
Added a setCheckedNoCallback() function to CheckBox
Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
Added ValueComboBox class that can save key-value pairs
FighterAI generates script-readable feedback about what it currently does
Added a function startFighter() to start a single fighter
Added a new AI state to make a fighter fly to a specific location
FighterType of FighterTemplate is now accessible
Added entity and entityId properties to Components
entitydbg.lua can now spawn and transform factories
Added checks to FighterController if a fighter can start
Added a StartError enum
Added reference to Owner component
Added Hangar and Fighter script callbacks
Added a flag to Hangar to check if it's currently producing
Added a BlockStatistics class
Added Assembly, BlackBox and Gyro BlockType enum values
Added a Hangar():clear() function
Added a Selection.entriesHighlightable property
Components can now be constructed with a string, similar to Entity, or with their Entity
Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
Added a Format class that can be used for translatable money transaction descriptions
Added reference to DockingPositions component
Matrix now supports in-place transformation of vectors (less allocations, better performance)
ShipProblems HUD is now accessible through scripts
Fixed some default components being missing to entities created via Sector():createObject()
Fixed wrong documentation in several callbacks
getMissionLocation() can now return more than 2 coordinate values
See documentation for details
Added a class GameSettings() for access to the server and game settings
Added properties to access the ships and stations of a player or alliance
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
Added several ReadOnlyXXX classes
Added an updateParallelRead() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, access to all entities is granted, but only through ReadOnly classes
Added an updateParallelSelf() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, only access to the own entity and the ReadOnlySector() is allowed
In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
updateParallelRead() is executed before updateParallelSelf()
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
[UBR] Fixed an issue where repair beams were not penetrating shields
[UBR] Fixed an issue where shield damage updates would cause lots of network traffic
[UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
[UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
[UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
[UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
Fixed lots of GL/graphics/display issues
[UBR] Fixed an issue where it wasn't possible to fully repair ships
[UBR] Fixed object detector not detecting Exodus mission beacons
[UBR] Fixed insurance mails being sent for 0 credits
[UBR] Fixed craft stats showing number of members instead of workforce
[UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
[UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
[UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
Fixed an issue where /run command would not work with normal statements
Fixed an issue where mail window would create unnecessary network traffic
Fixed exploit in turret factory
[UBR] Military outpost has a welcome text as well now
Fixed an issue where some freighters had no engines
Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
Known issues
"These are some known issues that we will be fixing while the update is on the beta branch. There are several more, but these are the most prominent ones or ones that have been introduced with this update."
Cheaper prices for player-owned stations aren't yet shown to owner, but this is only a UI issue, the owner actually gets cheaper prices already
No client filesystem scripting API
Hangar landing areas must stick out of the bounding box of the ship/station for fighters to be able to land
AI Traders don't respect the price ratio of custom factories yet
Relations to players can't be lowered through a menu yet
The economy update is almost ready and available on the beta branch! In this patch, we've reworked factories, stations and a lot of things that have to do with economy. Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation!
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
"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
Predictable Crew: Hireable crew is more dependent on the type of station
Event: Resource Depots request delivery of a specific resource
Player ships can now be transferred to the alliance (no taksies backsies though!)
Added trading between players
Players can now trade money, resources, items and relation improvements
AI trading ships are now pulled towards/pushed away from docks with a tractor beam
AI trading ships avoid occupied docks
When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
Fulfilling delivery missions now improves relations
Economy
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
Added cargo shuttle "fighters"
Cargo shuttles can be bought at equipment docks
Custom cargo shuttles can be built at a fighter factory
Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
Factories can be configured to request traders when they are full or run out of ingredients
Factory production time is influenced by value of the production and the production capacity
Factory station extensions now add production blocks
Rebalanced several goods and production chains to avoid completely over/underpowered factories
Crew payment is now only a third of what it used to be, matches with shown pay now
More secure stations
Stations require less repair crew
Station crew payment reduced by 75%
Station Building
Players can now found the following stations:
Biotope
Casino
Habitat
Equipment Dock
Fighter Factory
Research Station
Resource Depot
Smuggler's Market
Trading Post
Turret Factory
Military Outpost
Shipyard
Repair Dock
Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
UI
Added tooltips to mission exclamation marks on the galaxy map
Added an icon to show when bulletin boards have missions
Improved names of stations in delivery missions
Fighters that are unable to land make an error message pop up at the top of the screen
Energy usage of energy weapons is now also visible when they're not firing
Automatically create new squad if there is no free slot when transfering fighters
If there is a free slot in a non-adjacent squad it is used first
Added description of relations to sector-controlling faction to galaxy map tooltip
Lost fighters without motherships can now be collected by other ships of the same faction
Added a hint for rearranging energy system priorities
Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
Reworked chat window
Added filters for different channels
Added a scroll bar for the last few hundred messages
Removed own playername from dropdown menu when writing an email
Items marked as "trash" are now at the end of inventory lists
Improved visibility of the trash icon
Trading routes are detected when both stations sell/buy for 0 credits
This is important for trading routes between player owned stations
Added a warning when a new key binding is already bound to another key
Removed a few outdated hints
Client
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
Improved printing of GL errors
Added new MessageBoxes that work on Linux as well
Added a check for crashes at startup
Improved compatibility for older GPUs
Added lots of new loading screen tips
Added some Sci-Fi and actual science trivia to loading screen tips
Improved full-screen resolutions for computers with multiple, varying size displays
Improved handling mouse and windows for computers with UI scaling enabled
Improved networkd and client performance when removing multiple blocks
Server
Fixed an issue where /run command would not work with normal statements
Added a devMode setting to server.ini
Fighter minimum production limit is 5 seconds instead of 60
No hyperspace restrictions
entitydbg.lua script is attached by default to nearly all entities
Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
Added a value to server.ini to restrict the maximum amount of blocks for player crafts
Added values to server.ini to restrict the maximum amount of volume for player ships and stations
Added values to server.ini to restrict the maximum amount of player ships and stations
Misc
Improved accuracy of fighter-to-station distance calculation
Added some minor bugs
When a player-owned, but non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
Massively improved generated Documentation
Parameter names are added correctly
Return value types are added correctly
Added documentation for predefined scripts and their available functions
Added a setCheckedNoCallback() function to CheckBox
Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
Added ValueComboBox class that can save key-value pairs
FighterAI generates script-readable feedback about what it currently does
Added a function startFighter() to start a single fighter
Added a new AI state to make a fighter fly to a specific location
FighterType of FighterTemplate is now accessible
Added entity and entityId properties to Components
entitydbg.lua can now spawn and transform factories
Added checks to FighterController if a fighter can start
Added a StartError enum
Added reference to Owner component
Added Hangar and Fighter script callbacks
Added a flag to Hangar to check if it's currently producing
Added a BlockStatistics class
Added Assembly, BlackBox and Gyro BlockType enum values
Added a Hangar():clear() function
Added a Selection.entriesHighlightable property
Components can now be constructed with a string, similar to Entity, or with their Entity
Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
Added a Format class that can be used for translatable money transaction descriptions
Added reference to DockingPositions component
Matrix now supports in-place transformation of vectors (less allocations, better performance)
ShipProblems HUD is now accessible through scripts
Fixed some default components being missing to entities created via Sector():createObject()
Fixed wrong documentation in several callbacks
getMissionLocation() can now return more than 2 coordinate values
See documentation for details
Added a class GameSettings() for access to the server and game settings
Added properties to access the ships and stations of a player or alliance
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
Added several ReadOnlyXXX classes
Added an updateParallelRead() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, access to all entities is granted, but only through ReadOnly classes
Added an updateParallelSelf() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, only access to the own entity and the ReadOnlySector() is allowed
In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
updateParallelRead() is executed before updateParallelSelf()
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
[UBR] Fixed an issue where repair beams were not penetrating shields
[UBR] Fixed an issue where shield damage updates would cause lots of network traffic
[UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
[UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
[UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
[UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
Fixed lots of GL/graphics/display issues
[UBR] Fixed an issue where it wasn't possible to fully repair ships
[UBR] Fixed object detector not detecting Exodus mission beacons
[UBR] Fixed insurance mails being sent for 0 credits
[UBR] Fixed craft stats showing number of members instead of workforce
[UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
[UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
[UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
Fixed an issue where /run command would not work with normal statements
Fixed an issue where mail window would create unnecessary network traffic
Fixed exploit in turret factory
[UBR] Military outpost has a welcome text as well now
Fixed an issue where some freighters had no engines
Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
Known issues
"These are some known issues that we will be fixing while the update is on the beta branch. There are several more, but these are the most prominent ones or ones that have been introduced with this update."
Cheaper prices for player-owned stations aren't yet shown to owner, but this is only a UI issue, the owner actually gets cheaper prices already
No client filesystem scripting API
Hangar landing areas must stick out of the bounding box of the ship/station for fighters to be able to land
AI Traders don't respect the price ratio of custom factories yet
Relations to players can't be lowered through a menu yet