PLEASE NOTE: THESE CHANGES ARE EXPERIMENTAL, WILL HAVE TO BE TESTED AND WILL UNDERGO CHANGES. Please report concerns and issues so we can address them.
Now that this is out of the way, here are the patchnotes for the combat update:
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
"You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. Apart from that, we added more content, more polish."
Added a "Switch to Sector" command that lets a player switch to a ship of his on the map
Increased refresh rate (and thus accuracy) of turrets
Added a "Defensive" mode for independent targeting turrets
Turrets in "Defensive" mode prefer torpedoes and fighters over other ships
The current ship stays where it is, only the player moves
Added a Search and Rescue mission event
Added a bulletin board mission to explore a sector
Added an upgrade that increases pickup range of loot
Stations now have upgrade slots
Ships of disbanded alliances can now be claimed by everybody
Turret and system upgrade loot now only despawn when there is no player in the sector
Fighters whose mothership got destroyed can now be commanded by all ships of the same faction
Implemented passing of time for resource depots when they are loaded from disk
Implemented passing of time for shipyards when they are loaded from disk
Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly
Point Defense Chaingun (PDC)
"Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!"
Added Point Defense Chainguns as a new weapon
Extremely fast turning speed
Very high fire rate
Non-scaling damage with tech level
Medium range
Always independent targeting
Anti-Fighter Cannon (AFC)
"Specialized to fighters, especially in close-range combat."
Added Anti-Fighter Cannons as a new weapon
Very fast turning speed
Shoots projectiles that explode near the target and deal AOE damage
Lower reach than normal weapons
Deals fragment damage that's more effective vs. fighters and torpedoes
Always independent targeting
Torpedoes
"This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here."
Added Torpedoes
Torpedoes are always-seeking one-shot weapons that deal massive damage
Torpedoes must be bought at an Equipment Dock (looting them is planned)
Torpedoes are made up of a body and warhead
Torpedo body determines flight properties
Torpedo warhead determines damage, shield penetration and the like
Added a torpedo launcher block that launches torpedoes
Added a torpedo storage block for storing torpedoes
Each torpedo launcher block adds a new torpedo shaft to your ship
Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets
Material of torpedo shafts determines how many torpedoes it can hold
Torpedo shafts have to be assigned to a weapon group in order to work!
If a torpedo barely misses its target, it will still explode and deal half damage
Turret Scaling
"Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!"
Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots
2 slot turret: 2x damage, 115% reach
3 slot turret: 3x damage, 130% reach
4 slot turret: 4x damage, 145% reach
etc.
Maximum scaling depends on the kind of turret (example: PDCs never scale)
Turret rotation speed decreases with size
Turrets can now use up more than one slot
Enemy Specialization
"In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range."
Enemies are now more specialized and some will carry torpedoes
Defender (untouched): Stronger ship that spawns in normal sectors, to defend it
Military Ship (untouched): Default ship with armed turrets
Torpedo Boat: Attack ship that carries normal torpedoes
Disruptor: Shield breaking or penetrating ship, can carry torpedoes
CIWS: Anti-Fighter, Anti-Torpedo weaponry
Persecutor: Strong attack ship with advanced torpedoes
Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes
Artillery Ship: Long range weapons and torpedoes
Added icons for specialization of enemies
Added icons for military ships and civil ships
Pirates have ship classes as well now
Weapon Specialization
"We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes."
Kinetic Weapons' main purpose is to do damage to hull
Ranges from low to high: Chaingun, Bolter, Railgun
General behavior of these remains unchanged
Disruptor Weapons' main purpose is to deal massive damage to shields
Ranges from low to high: Tesla, Plasma, Lightning
Range of Tesla Weapons has been increased
Range of Lightning guns has been massively increased and their accurancy improved
Artillery Weapons do mixed damage from very high range
Ranges from low to high: Cannon, Rocket Launcher
General behavior of these remains unchanged
Defensive Weapons are meant for defense against torpedoes and fighters
Anti-Fighter Cannon (see above)
Point Defense Chaingun (see above)
Special Weapons:
Laser: Mid Range, 100% accuracy
Pulse Cannon: Mid Range, shield penetration
The general behavior of these remains unchanged
Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time
Mid ranged weapons have average damage, medium turning speed and can fire for some time
Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly
Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged
Further Balancing
"We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships."
Turrets can no longer be built on holo blocks
Headhunters now spawn as persecutors with torpedoes
More pirates and more different pirates are being spawned now
Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons
Persecutors are disabled for Beginner difficulty
Reduced price of reconstruction site setting by 50%
Server
Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified
Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game
Chat messages that are sent with the /say command (and others) have their own message type and stand out more
Added a config option to enable invincibility for player ships when players log out
This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds
Client & UI
Added a builk assign/unassign/dismiss UI for crews
Improved layout of trade invite window
Increased amount of time radar blips are visible on the map
Gate and wormhole lines to undiscovered sectors are faded out
Reduced maximum intensity of bloom
New inventory items are set to non-recent on mouseover, not click
Improved hit feedback (damage numbers)
Hit feedback displays dodges of fighters as well
Added dps, shots until overheating weapons for overheating weapons to tooltips
Added block penetration of railguns to tooltips
Added description for no shield damage to tooltips
Improved overview of crew salary in ship tabs
Salary is displayed by default
Salary is yellow when due
Added a "Press T to Enter" text when approaching a ship that can be flown
Added scrolling for ComboBox
Added numbers to different corner blocks to tell them apart by name
Increased visibility of turret overheating displayer
Added icons for home sector and reconstruction site
Added multi-key (Ctrl-F, etc.) key assignments
Improved layout of controll settings window
Added hotkeys for fighter commands
Misc
Improved logging when a crash happens
Improved description clarity of "All Turrets" turret upgrade
Added community localization for Turkish
Thanks Corviuse for your hard work on the translation!
Scripting API
"We're taking the first steps towards a more modular modding API and dynamic mod loading."
Improved and added missing documentation of several callbacks
Added getCurrentLanguage() function to client API
Added a new ServerInformation chat message type
Added torpedoes to API
Implemented init.lua scripts for player, entity and sector
Removed sector.lua script and moved its contents to init.lua scripts
Fixed addScriptOnce() function so it works when scripts aren't initialized yet
Implemented a script callback "onEntityJump" for when entities jump
Added a "transferEntity" function to Galaxy to easily move entities between sectors
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you everybody for reporting and keep it up!"
[UBR] Fixed an issue in whisp command for names with spaces
[UBR] Fixed several issues with hangar visuals
[UBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station
[UBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode
Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection
Fixed swapped line in screenshots
[UBR] Fixed several issues with spelling and typos
[UBR] Fixed an issue where wormholes to non-passable sectors could be created
[UBR] Fixed an issue where energy system would load battery with too high speeds
[UBR] Fixed an issue where the sun could shine through planets
[UBR] Fixed an issue where keybindings for mirroring were not taken from the config
[UBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad
[UBR] Fixed an issue where buttons of hint windows could be placed outside the game window
[UBR] Fixed an issue where energy weapons fired even when disabled in energy tab
[UBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships
[UBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches
[UBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit
[UBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen
[UBR] Fixed an issue that lead to one-way gates from start sector
[UBR] Fixed an issue where the turret factory ui showed stolen goods
Fixed an issue where the building stats UI started off at the wrong position
[UBR] Fixed an issue that lead fighters without motherships to attack gates
[UBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly
[UBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership
[UBR] Fixed an issue where action music wasn't triggered for players in alliance ships
[UBR] Fixed an issue where turrets could be placed on hangar openings
[UBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP"
[UBR] Fixed an issue when building two ships with the same name in a shipyard
[UBR] Fixed an issue where players in alliance ships didn't get some achievements
[UBR] Fixed an issue where player-owned stations could be exploited
[UBR] Fixed an issue where players and alliances could exploit stations
Fixed an issue where pulse conservation wasn't considered correctly when building
[UBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart
[UBR] Fixed an issue where ingredients would get reset in turret factory after building a turret
PLEASE NOTE: THESE CHANGES ARE EXPERIMENTAL, WILL HAVE TO BE TESTED AND WILL UNDERGO CHANGES. Please report concerns and issues so we can address them.
Now that this is out of the way, here are the patchnotes for the combat update:
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
"You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. Apart from that, we added more content, more polish."
Added a "Switch to Sector" command that lets a player switch to a ship of his on the map
Increased refresh rate (and thus accuracy) of turrets
Added a "Defensive" mode for independent targeting turrets
Turrets in "Defensive" mode prefer torpedoes and fighters over other ships
The current ship stays where it is, only the player moves
Added a Search and Rescue mission event
Added a bulletin board mission to explore a sector
Added an upgrade that increases pickup range of loot
Stations now have upgrade slots
Ships of disbanded alliances can now be claimed by everybody
Turret and system upgrade loot now only despawn when there is no player in the sector
Fighters whose mothership got destroyed can now be commanded by all ships of the same faction
Implemented passing of time for resource depots when they are loaded from disk
Implemented passing of time for shipyards when they are loaded from disk
Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly
Point Defense Chaingun (PDC)
"Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!"
Added Point Defense Chainguns as a new weapon
Extremely fast turning speed
Very high fire rate
Non-scaling damage with tech level
Medium range
Always independent targeting
Anti-Fighter Cannon (AFC)
"Specialized to fighters, especially in close-range combat."
Added Anti-Fighter Cannons as a new weapon
Very fast turning speed
Shoots projectiles that explode near the target and deal AOE damage
Lower reach than normal weapons
Deals fragment damage that's more effective vs. fighters and torpedoes
Always independent targeting
Torpedoes
"This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here."
Added Torpedoes
Torpedoes are always-seeking one-shot weapons that deal massive damage
Torpedoes must be bought at an Equipment Dock (looting them is planned)
Torpedoes are made up of a body and warhead
Torpedo body determines flight properties
Torpedo warhead determines damage, shield penetration and the like
Added a torpedo launcher block that launches torpedoes
Added a torpedo storage block for storing torpedoes
Each torpedo launcher block adds a new torpedo shaft to your ship
Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets
Material of torpedo shafts determines how many torpedoes it can hold
Torpedo shafts have to be assigned to a weapon group in order to work!
If a torpedo barely misses its target, it will still explode and deal half damage
Turret Scaling
"Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!"
Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots
2 slot turret: 2x damage, 115% reach
3 slot turret: 3x damage, 130% reach
4 slot turret: 4x damage, 145% reach
etc.
Maximum scaling depends on the kind of turret (example: PDCs never scale)
Turret rotation speed decreases with size
Turrets can now use up more than one slot
Enemy Specialization
"In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range."
Enemies are now more specialized and some will carry torpedoes
Defender (untouched): Stronger ship that spawns in normal sectors, to defend it
Military Ship (untouched): Default ship with armed turrets
Torpedo Boat: Attack ship that carries normal torpedoes
Disruptor: Shield breaking or penetrating ship, can carry torpedoes
CIWS: Anti-Fighter, Anti-Torpedo weaponry
Persecutor: Strong attack ship with advanced torpedoes
Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes
Artillery Ship: Long range weapons and torpedoes
Added icons for specialization of enemies
Added icons for military ships and civil ships
Pirates have ship classes as well now
Weapon Specialization
"We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes."
Kinetic Weapons' main purpose is to do damage to hull
Ranges from low to high: Chaingun, Bolter, Railgun
General behavior of these remains unchanged
Disruptor Weapons' main purpose is to deal massive damage to shields
Ranges from low to high: Tesla, Plasma, Lightning
Range of Tesla Weapons has been increased
Range of Lightning guns has been massively increased and their accurancy improved
Artillery Weapons do mixed damage from very high range
Ranges from low to high: Cannon, Rocket Launcher
General behavior of these remains unchanged
Defensive Weapons are meant for defense against torpedoes and fighters
Anti-Fighter Cannon (see above)
Point Defense Chaingun (see above)
Special Weapons:
Laser: Mid Range, 100% accuracy
Pulse Cannon: Mid Range, shield penetration
The general behavior of these remains unchanged
Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time
Mid ranged weapons have average damage, medium turning speed and can fire for some time
Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly
Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged
Further Balancing
"We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships."
Turrets can no longer be built on holo blocks
Headhunters now spawn as persecutors with torpedoes
More pirates and more different pirates are being spawned now
Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons
Persecutors are disabled for Beginner difficulty
Reduced price of reconstruction site setting by 50%
Server
Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified
Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game
Chat messages that are sent with the /say command (and others) have their own message type and stand out more
Added a config option to enable invincibility for player ships when players log out
This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds
Client & UI
Added a builk assign/unassign/dismiss UI for crews
Improved layout of trade invite window
Increased amount of time radar blips are visible on the map
Gate and wormhole lines to undiscovered sectors are faded out
Reduced maximum intensity of bloom
New inventory items are set to non-recent on mouseover, not click
Improved hit feedback (damage numbers)
Hit feedback displays dodges of fighters as well
Added dps, shots until overheating weapons for overheating weapons to tooltips
Added block penetration of railguns to tooltips
Added description for no shield damage to tooltips
Improved overview of crew salary in ship tabs
Salary is displayed by default
Salary is yellow when due
Added a "Press T to Enter" text when approaching a ship that can be flown
Added scrolling for ComboBox
Added numbers to different corner blocks to tell them apart by name
Increased visibility of turret overheating displayer
Added icons for home sector and reconstruction site
Added multi-key (Ctrl-F, etc.) key assignments
Improved layout of controll settings window
Added hotkeys for fighter commands
Misc
Improved logging when a crash happens
Improved description clarity of "All Turrets" turret upgrade
Added community localization for Turkish
Thanks Corviuse for your hard work on the translation!
Scripting API
"We're taking the first steps towards a more modular modding API and dynamic mod loading."
Improved and added missing documentation of several callbacks
Added getCurrentLanguage() function to client API
Added a new ServerInformation chat message type
Added torpedoes to API
Implemented init.lua scripts for player, entity and sector
Removed sector.lua script and moved its contents to init.lua scripts
Fixed addScriptOnce() function so it works when scripts aren't initialized yet
Implemented a script callback "onEntityJump" for when entities jump
Added a "transferEntity" function to Galaxy to easily move entities between sectors
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thank you everybody for reporting and keep it up!"
[UBR] Fixed an issue in whisp command for names with spaces
[UBR] Fixed several issues with hangar visuals
[UBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station
[UBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode
Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection
Fixed swapped line in screenshots
[UBR] Fixed several issues with spelling and typos
[UBR] Fixed an issue where wormholes to non-passable sectors could be created
[UBR] Fixed an issue where energy system would load battery with too high speeds
[UBR] Fixed an issue where the sun could shine through planets
[UBR] Fixed an issue where keybindings for mirroring were not taken from the config
[UBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad
[UBR] Fixed an issue where buttons of hint windows could be placed outside the game window
[UBR] Fixed an issue where energy weapons fired even when disabled in energy tab
[UBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships
[UBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches
[UBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit
[UBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen
[UBR] Fixed an issue that lead to one-way gates from start sector
[UBR] Fixed an issue where the turret factory ui showed stolen goods
Fixed an issue where the building stats UI started off at the wrong position
[UBR] Fixed an issue that lead fighters without motherships to attack gates
[UBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly
[UBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership
[UBR] Fixed an issue where action music wasn't triggered for players in alliance ships
[UBR] Fixed an issue where turrets could be placed on hangar openings
[UBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP"
[UBR] Fixed an issue when building two ships with the same name in a shipyard
[UBR] Fixed an issue where players in alliance ships didn't get some achievements
[UBR] Fixed an issue where player-owned stations could be exploited
[UBR] Fixed an issue where players and alliances could exploit stations
Fixed an issue where pulse conservation wasn't considered correctly when building
[UBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart
[UBR] Fixed an issue where ingredients would get reset in turret factory after building a turret
Quick update: The patch 0.15.8 is now live on the default branch. In the meantime we're still working on balancing and a few more features for the Combat Update I and we're planning to release it to the beta branch very soon.
Quick update: The patch 0.15.8 is now live on the default branch. In the meantime we're still working on balancing and a few more features for the Combat Update I and we're planning to release it to the beta branch very soon.
We're squeezing in an important update before the combat update to add a feature that has been long requested and has been more than overdue: Out-of-sector-catch-up.
Basically, the way it works in Avorion is this: Since sectors take up a lot of memory, they're unloaded onto your hard drive when they haven't been visited for a while or when there are no players or player crafts in them. The major problem that is created by this system, is that sectors without players or crafts are basically frozen, meaning they will be in the same state when they're re-loaded into memory as they were when they were unloaded. You could visit a sector after hours and it would basically still be in the same state. In order to tackle this issue, we've introduced a callback to our scripts that will enable scripts to get a notification for when a sector has been loaded from disk, and how long it has been since it was last loaded.
We've equipped the most important entity scripts (ie. factories and similar) with this kind of callback so that the economy isn't frozen every time you leave a sector.
The out-of-sector-catch-up will be available for all stations in existing savegames, while the new stocking mechanic will only be available to newly discovered factories, due to technical reasons.
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
Time passed is now simulated for most important stations when players are not in the sector and it gets suspended to disk
Habitats now buy books
Balancing
"AI factories with no products available are basically useless to the player, and too many empty ingredient slots make the factory unable to produce. So we're changing the way that factories are initially stocked, giving them more overall interactibility with players. At the same time we've toned down the profit margin for highly stocked or understocked factories, since these cases happen a lot more often now."
Factories can now have an initial stock of either medium amount of ingredients and products
Factories can now have an initial low stock of ingredients and high stock of products
Reduced impact of shortage and abundance of stock on prices from 20% to 10%
Scripting API
Added a sector callback "onRestoredFromDisk" that will receive the amount of time in seconds that the sector has been suspended to disk
Misc
Removed X-Mas Contest fighter tag
Craft destruction is now logged for all players, not just logged in players
Bugfixes
"As usual, bugfixes marked with UBR are user reported bug fixes. Thanks everybody for reporting!"
[UBR] Fixed an issue where the area of jumpable sectors wasn't drawn on the galaxy map
[UBR] Fixed an issue where the "build" option wasn't available in the interaction menu for alliance ships
Fixed an issue in build mode where the block size could get too large and even NaN
[UBR] Fixed an issue where organize goods missions weren't saved correctly
[UBR] Fixed an issue where Bottan didn't jump away when receiving collision damage
[UBR] Fixed an issue where ships duplicated after server crashes
[UBR] Fixed an issue where trading ships would get stuck and block docking ports
We're squeezing in an important update before the combat update to add a feature that has been long requested and has been more than overdue: Out-of-sector-catch-up.
Basically, the way it works in Avorion is this: Since sectors take up a lot of memory, they're unloaded onto your hard drive when they haven't been visited for a while or when there are no players or player crafts in them. The major problem that is created by this system, is that sectors without players or crafts are basically frozen, meaning they will be in the same state when they're re-loaded into memory as they were when they were unloaded. You could visit a sector after hours and it would basically still be in the same state. In order to tackle this issue, we've introduced a callback to our scripts that will enable scripts to get a notification for when a sector has been loaded from disk, and how long it has been since it was last loaded.
We've equipped the most important entity scripts (ie. factories and similar) with this kind of callback so that the economy isn't frozen every time you leave a sector.
The out-of-sector-catch-up will be available for all stations in existing savegames, while the new stocking mechanic will only be available to newly discovered factories, due to technical reasons.
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
Time passed is now simulated for most important stations when players are not in the sector and it gets suspended to disk
Habitats now buy books
Balancing
"AI factories with no products available are basically useless to the player, and too many empty ingredient slots make the factory unable to produce. So we're changing the way that factories are initially stocked, giving them more overall interactibility with players. At the same time we've toned down the profit margin for highly stocked or understocked factories, since these cases happen a lot more often now."
Factories can now have an initial stock of either medium amount of ingredients and products
Factories can now have an initial low stock of ingredients and high stock of products
Reduced impact of shortage and abundance of stock on prices from 20% to 10%
Scripting API
Added a sector callback "onRestoredFromDisk" that will receive the amount of time in seconds that the sector has been suspended to disk
Misc
Removed X-Mas Contest fighter tag
Craft destruction is now logged for all players, not just logged in players
Bugfixes
"As usual, bugfixes marked with UBR are user reported bug fixes. Thanks everybody for reporting!"
[UBR] Fixed an issue where the area of jumpable sectors wasn't drawn on the galaxy map
[UBR] Fixed an issue where the "build" option wasn't available in the interaction menu for alliance ships
Fixed an issue in build mode where the block size could get too large and even NaN
[UBR] Fixed an issue where organize goods missions weren't saved correctly
[UBR] Fixed an issue where Bottan didn't jump away when receiving collision damage
[UBR] Fixed an issue where ships duplicated after server crashes
[UBR] Fixed an issue where trading ships would get stuck and block docking ports
All entries to the contest can be viewed by selecting the "X-Mas Fighter Contest 2017" tag in the workshop. Make sure to check them out! There were so many amazing builds that we had a really hard time selecting the winners. A big thank you to all the participants for sharing those beautiful fighters with us!
All entries to the contest can be viewed by selecting the "X-Mas Fighter Contest 2017" tag in the workshop. Make sure to check them out! There were so many amazing builds that we had a really hard time selecting the winners. A big thank you to all the participants for sharing those beautiful fighters with us!
We hope you all have a great 2018! We’re back from spending the holidays with our families and are now putting the final polish on part I of the Combat Update. We’re also working through a stack of bug reports that has piled up over the break. Thank you all for playing, testing, reporting and helping us to improve the game!
In addition we’d like to thank everyone who participated in the X-Mas Fighter Building Contest. Your builds are creative, funny and beautiful and we’re having a lot of fun testing them! It’ll be a few days until we announce a winner because it’s a really tough decision.
Have fun!
Featuring: Top image: Xmas Light by ᖷ⅃0ᗡUUႱ
Bottom image: Schneeflocke by hmun Skiing Santa - Fighter Blueprint by FriXioN Blitzen by William the Bat
We hope you all have a great 2018! We’re back from spending the holidays with our families and are now putting the final polish on part I of the Combat Update. We’re also working through a stack of bug reports that has piled up over the break. Thank you all for playing, testing, reporting and helping us to improve the game!
In addition we’d like to thank everyone who participated in the X-Mas Fighter Building Contest. Your builds are creative, funny and beautiful and we’re having a lot of fun testing them! It’ll be a few days until we announce a winner because it’s a really tough decision.
Have fun!
Featuring: Top image: Xmas Light by ᖷ⅃0ᗡUUႱ
Bottom image: Schneeflocke by hmun Skiing Santa - Fighter Blueprint by FriXioN Blitzen by William the Bat