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
Improved performance when shadows are active
Added a profiling graph for client + server (admins only)
Pressing F10 now prints out a JSON graph of the last few client frames, viewable in Chrome
When inviting a player to your group, an info message pops up for the invited player
Renamed "Leave Galaxy" button to "Main Menu"
Added a description to scanner booster to what scanners actually do
VSync and FPS limiting are now mutually exclusive
Added social media links to main menu
Server
Server doesn't start when mod loading fails
Scripting API
Added a "layer" property for script UI elements
Reworked code of singleinteraction.lua
ScriptUI component just calls "showDialog" when calling "interactShowDialog" with the dialog window already open
Avoids camera tilt on interact when already interacting
Bugfixes
Fixed an issue where ships would get built faster than intended in shipyard
[UBR] Adventurer only hails the player if they didn't already speak
[UBR] Fixed lots and lots of cargo loot entities being created when dumping cargo
[UBR] Fixed an issue where traders weren't spawned when players founded stations in remote sectors
[UBR] Fixed an issue where stations that were set to "don't buy/sell" would still trade with players
[UBR] Fixed some issues with the Bottan smuggling mission
[UBR] Fixed several other exploits
[UBR] Fixed several smaller bugs/crashes in scripts
Hotfixes 2019-06-25
Added a mod Dev-Mode check box for disabling file caching and other things
[UBR] Fixed some performance issues when mods are enabled
[UBR] Fixed an issue with transfer of crafts to alliance
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'.
Scripting API
Added scriptPath() function that returns the path of the currently executed script
Entity is now serializable
function Sector::belongsToFaction() now accepts strings as entity id
Added Sector::exists() function
Added note to docs about double-registration of callbacks
Bugfixes
[UBR] Fixed turret beams and shots not being visible in some cases
[UBR] PlayerId is now useable in scripts
Fixed an issue where scraps of higher metals could be transported in freighters
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
Independent turrets no longer fire when target is obstructed by allies
When turrets are set to "Attack Target" and target is gone, they behave as if set to "Defensive"
Applying empty plans is no longer possible because it would delete the ship
Bugfixes
[UBR] Fixed tooltip layering issues in GalaxyMap
[UBR] Fixed tooltips of saved ships rendering over ship costs in saved designs window
[UBR] Fixed an issue where plans with double indices could get loaded cause problems
[UBR] Fixed an issue where edge blocks were incorrectly merged
[UBR] Fixed a performance issue in Galaxy Map
[UBR] Fixed an issue where harvest fighters would try harvesting asteroids that were impossible to harvest
Scripting API: Fixed Sector and Player not being able to receive tables as arguments when adding scripts
Fixed several budget updates not being visible to players
Fixed an issue where reconstruction tokens weren't properly removed from player's inventory
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'.
Preamble
In this update we're introducing massive, massive changes to the asset loading system and the lua engine. We can't possibly test everything that could maybe go wrong, so please help us test and brace yourselves for more patches!
Even though these patchnotes might not look like much, a lot has been going on in the engines roots. This update is probably the one that we spent the most work on in the last 12 months.
Mods
"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."
Implemented Workshop Mods
Workshop Mods can be subscribed to and configured in-game in Settings -> Mods
Achievements are disabled when using mods
When logging into a server, Workshop mods can be downloaded automatically (without subscription)
Creating Mods
"Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:"
Unified pirateattackstarter.lua and traderattackedbypiratesstarter.lua in sectoreventstarter.lua
Added missing Descriptor getters for DockingPositions and TorpedoLauncher components
Added "craftFaction" property to Player
Added a table deepcopy() function
When adding scripts into the same VM, the first added script is used whenever possible
Client offers a "createDirectory" and "removeDirectory" function for inside "moddata/" folder
Server offers a "createDirectory" and "removeDirectory" function
Scripting API for scripts used by the game itself (Faction Map, Generators, etc.) now use Client/Server specific API
Creating an Entity() from an ID that doesn't exist no longer prints errors to the log
Creating a Faction() from an index that doesn't exist no longer prints errors to the log
Massively reduced cases in which scripts would be set to "invalid" after erroneous execution
Gameplay
Increased pause between 2 independent events to at least 10 minutes from 5
Increased amount of money in traveler's stash
Scrapyards now offer dismantling of turrets into parts
Reduced the AI behavior where AI ships with high reach run from player ships indefinitely
Reduced distance based on reach that the AI tries to keep between it and its target
Increased time interval where the AI updates the waypoints around its target
Bugfixes
[UBR] Fixed an issue with "invalid fighter stats" in fighter factory
[UBR] Fixed several issues with faulty translations causing crashes
Fixed several issues with screenshots and textures placed in non-ASCII paths
Fixed several íssues with loading lua files or other assets from non-ASCII paths
[UBR] Map commands jump range visualisation now works correctly for ships that can pass rifts
Fixed some performance issues in flight AI
Known Issues
"Sadly, some things cannot be modded yet, because they're too deeply rooted inside the game's core engine. We're working on making those things moddable in the future as well."
Some things like Materials, Rarities or Blocks cannot be modded yet
We know of some issues where players experience lower FPS while mods are enabled
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.
The old insurance system was a compromise, and not a good one. Somewhat permadeath, but not really, yet you still lose enough that it caused beginners on titanium tier to ragequit. We needed a system where it is completely clear to players starting out that they CAN get their ship back, and where they DO after their first death (hence the first token is free). People try out the game, invest 3 - 5 hours in their first ship and then it gets destroyed, and it's not forgiven - at all. That's not fun, it's only frustrating. And when it's not fun, then it's not a good game.
Reconstruction Tokens
From now on, you can buy reconstruction tokens at repair docks, which will allow you to completely restore a destroyed ship. To avoid exploits, cargo and fighters (blueprints are restored!) are exempt from this. Reconstruction tokens cost about 20% to 30% of your ship's value, and the first token of each ship is free on normal and lower difficulties.
Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will also repair your ship for free.
Quality of Life Changes
We're adding some more features that should make it easier and less obnoxious to start out in Avorion. Base crew size of ships is now doubled (from 4 to 8) and ships start out with a base crew on lower difficulties.
In addition to that, we're drastically reducing artificial hyperspace calculation times (by 90%). Keep in mind that hyperspace calculation times have been introduced to mask sector loading and generation time, and it can still take a while until your target sector is ready. You should feel a drastic improvement for long jumps though!
More Changes
There are many other smaller improvements in this patch: UI Improvements such as smaller notifications on the bottom right and less annoying hint boxes, as well as a new block shape!
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early punished for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.
Reconstruction Tokens
"From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."
New Item: Reconstruction Token
Can be used at Repair Docks to reconstruct destroyed ships
Can be bought at Repair Docks for 30% of the ship's value
Must be bought in advance, BEFORE a ship is destroyed
When founding a ship, players get 0 - 2 Reconstruction Tokens for free
Easy, Beginner: 2
Normal, Veteran: 1
Hard, Difficult, Insane: 0
Every player gets a free token for each existing ship
Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes
Empty Reconstruction Tokens can be bound to your current ship
Repair Docks
"Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will repair your ship for free."
Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
If you have a reconstruction token for your ship, you can't buy a second one for the same ship
You can now reconstruct (read: respawn) your ships at Repair Docks
Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
But without cargo and fighters (duping & other exploit reasons)
Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed
After the insta-reconstruction, ships suffer minor structural damage
Ships can only regenerate back to 80% of their health
Repairing at a repair dock, in the build mode, or applying a plan fixes this
Repair Docks now additionally repair for free when buying a reconstruction token
Balancing
"We're adding some more changes that are supposed to make starting out in Avorion a little easier."
Increased base crew size of ships to 8 (from 4)
When founding a ship, a basic crew is added to the ship
Easy, Beginner, Normal: 8 Crewmen
Veteran: 4 Crewmen
Hard, Difficult, Insane: 0 Crewmen
Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)
Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)
Increased money rewards for missions, events and stashes
Reduced distance-related artificial hyperspace calculation time by up to 90%
Longer jumps should take a lot less long to calculate
Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.
Gameplay
"Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"
Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
Insurance is now a station-only feature
Added a new block
Block comes in 2 variants since it can't be mirrored onto itself
Refine ai now blocks if there is no refinery present and reminds players every 10 minutes
UI
"Some cleaning up of the UI."
Reduced size of bottom right notifications
Updated some permission descriptions for alliances
Added a window to tell you after dying that you can reconstruct a ship
Updated loading screen tips and hints to fit new reconstruction mechanic
Improved overall hints to be less annoying
Hyperspace cooldown bar is no longer visible when fully charged
Programmed-Velocity bar is no longer visible when using mouse steering
Added a 60s pause between hint boxes when clicked away
Ship problems are highlighted more prominently
Block HP can now be shown in building mode
Scripting API
Added access to several new properties of ShipInfos
UseableItems now can have multiple custom parameters passed on construction
When setting scriptable object values via "setValue()" on server, those values are synced to clients now
Mining in other sectors
"After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"
[UBR] Fixed an AI error preventing mining ships from mining while players were in another sector
Bugfixes
"Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
[UBR] Fixed a hang/crash in refine ores AI
[UBR] Fixed wrong relations in crewboard for crew transport
Fixed wrong tooltips on galaxy map checkboxes
[UBR] Fixed discrepancy between tooltip and mining system
[UBR] Seeker missiles no longer get extreme speed boosts from their parent craft
Improved stability of server when files are corrupted
[UBR] Fixed notification tooltips being rendered under other notifications
[UBR] More Loot is now dropped in bigger packages instead of more packages
[UBR] Fixed several bosses attacking during dialogs
[UBR] Fixed several issues where players could get attacked in the loading screen
[UBR] Ships defending sectors now get more turrets
[UBR] Fixed desync between client and server when docks push away things
[UBR] Fixed desync when collecting loot
Fixed a rare crash when updating the background ship database of a faction
[UBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
Fixed an issue where removing blocks from damaged ships would return too many resources
[UBR] Fixed an exploit when claiming asteroids
[UBR] Fixed wrong tooltip when trying to buy crewmen with too bad relations
Crew profession designations use plural correctly
Fixed several minor issues in scripts
[UBR] Fixed energy priority hint being visible even after window was closed
[UBR] Fixed a crash for Ryzen CPU users
[UBR] Fixed an issue where the wormhole to the core respawned immediately after its timer elapsed
[UBR] Fixed some issues that prevented harvesters of AI factions from harvesting
[UBR] Fixed an issue where keyboard keys could get stuck
Fixed players paying for mines when founding fails for some reason
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'.
UI
Added a 60s pause between hint boxes when clicked away
Ship problems are highlighted more prominently
Block HP can now be shown in building mode
Bugfixes
Crew profession designations use plural correctly
Fixed several minor issues in scripts
[UBR] Fixed wrong shading of twisted block shape due to wrong normals
[UBR] Removed wrongly added armor types for new block shapes in Naonite, Xanion and Avorion
[UBR] Fixed energy priority hint being visible even after window was closed
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
"Refining the reconstruction system some more to make it less exploitable."
After the insta-reconstruction, ships suffer minor structural damage
Ships can only regenerate back to 80% of their health
Repairing at a repair dock, in the build mode, or applying a plan fixes this
Repair Docks now additionally repair for free when buying a reconstruction token
Balancing
"This one was meant to be released with 0.22.0 - ooops. Hyperspace engine cooldown already limits travel speed, so we're reducing the artificial calculation time. Keep in mind that jump calculation time masks the time it takes for the game to generate new sectors or load sectors from disk, so times may vary wildly."
Reduced distance-related artificial hyperspace calculation time by up to 90%
Longer jumps should take a lot less long to calculate
Dev Comment: If it still takes long, it's because the server is taking a long time to load or generate sectors. Nothing can be done about that.
Scripting API
When setting scriptable object values, those values are synced to clients now
Bugfixes
Fixed a rare crash when updating the background ship database of a faction
[UBR] Fixed an issue where refineries accepted new jobs while another one from the same faction was running
[UBR] Fixed ships still being reconstructable after selling them to scrapyards
[UBR] Fixed non-wrecked player ships being salvageable
[UBR] Fixed reconstruction tokens not being removed from inventory after founding a station or selling the ship at a scrapyard
[UBR] Fixed wrecked player stations not being salvageable
Fixed an issue where removing blocks from damaged ships would return too many resources
[UBR] Fixed turrets and upgrades being untransferrable between alliance and players
[UBR] Fixed reconstruction tokens not being renamed when a ship is renamed
[UBR] Fixed an exploit when claiming asteroids
[UBR] Fixed several issues when buying reconstruction tokens for alliance ships
[UBR] Fixed wrong tooltip when trying to buy crewmen with too low relation
In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early punished for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.
Beta Branch Patch
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'.
Reconstruction Tokens
"From now on, you can buy reconstruction tokens at repair docks, that will allow you to completely restore a destroyed ship. Well, not COMPLETELY, but almost. Read more about that below."
New Item: Reconstruction Token
Can be used at Repair Docks to reconstruct destroyed ships
Can be bought at Repair Docks for 30% of the ship's value
Must be bought in advance, BEFORE a ship is destroyed
When founding a ship, players get 0 - 2 Reconstruction Tokens for free
Easy, Beginner: 2
Normal, Veteran: 1
Hard, Difficult, Insane: 0
Every player gets a free token for each existing ship
Added lootable Empty Reconstruction Tokens that are hidden in secret stashes and travelers stashes
Empty Reconstruction Tokens can be bound to your current ship
Repair Docks
"Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money."
Repair Docks now sell Reconstruction Tokens (non-destroyed ships only)
If you have a reconstruction token for your ship, you can't buy a second one for the same ship
You can now reconstruct (read: respawn) your ships at Repair Docks
Ships are reconstructed entirely with crew, torpedoes, blueprints, upgrades ...
But without cargo and fighters (duping & other exploit reasons)
Turrets are returned to your inventory on destruction, but re-added to the ship when it's reconstructed
Balancing
"We're adding some more changes that are supposed to make starting out in Avorion a little easier."
Increased base crew size of ships to 8 (from 4)
When founding a ship, a basic crew is added to the ship
Easy, Beginner, Normal: 8 Crewmen
Veteran: 4 Crewmen
Hard, Difficult, Insane: 0 Crewmen
Re-increased efficiency of too harshly nerfed salvaging lasers (sorry!)
Refining salvaging lasers: Efficiency up to 11% - 18% (Petty - Legendary) (now equal to refining mining lasers)
Raw salvaging lasers: Efficiency up to 40% - 80% (Petty - Legendary)
Increased money rewards for missions, events and stashes
Gameplay
"Upgrades and turrets are no longer dropped on destruction: Depending on how badly the ship was damaged, some items are returned to the player's inventory or have to be reconstructed. Ships remain in the ship list, waiting to be reconstructed or removed"
Upgrades and turrets are no longer dropped on destruction but remain on the ship or are returned to your inventory
Destroyed ships are no longer removed from the ship list, but tagged as "destroyed" and must be removed manually or reconstructed
AI stops shooting torpedoes once a specific number of torpedoes was already fired, depending on Difficulty setting
Insurance is now a station-only feature
Added a new block
Block comes in 2 variants since it can't be mirrored onto itself
UI
"Some cleaning up of the UI."
Reduced size of bottom right notifications
Updated some permission descriptions for alliances
Added a window to tell you after dying that you can reconstruct a ship
Updated loading screen tips and hints to fit new reconstruction mechanic
Improved overall hints to be less annoying
Hyperspace cooldown bar is no longer visible when fully charged
Programmed-Velocity bar is no longer visible when using mouse steering
Scripting API
Added access to several new properties of ShipInfos
UseableItems now can have multiple custom parameters passed on construction
Mining in other sectors
"After weeks of searching, one of the most infamous mining AI bugs has finally been fixed! Thanks to everyone who helped us find it, you guys are the best!"
[UBR] Fixed an AI error preventing mining ships from mining while players were in another sector
Bugfixes
"Tons of QoL fixes and, as usual, [UBR] means User Bug Report."
Fixed Vanilla- and UsableInventoryItems' icons being rendered upside down
[UBR] Fixed a hang/crash in refine ores AI
[UBR] Fixed wrong relations in crewboard for crew transport
Fixed wrong tooltips on galaxy map checkboxes
[UBR] Fixed discrepancy between tooltip and mining system
[UBR] Seeker missiles no longer get extreme speed boosts from their parent craft
Improved stability of server when files are corrupted
[UBR] Fixed notification tooltips being rendered under other notifications
[UBR] More Loot is now dropped in bigger packages instead of more packages
[UBR] Fixed several bosses attacking during dialogs
[UBR] Fixed several issues where players could get attacked in the loading screen
[UBR] Ships defending sectors now get more turrets
[UBR] Fixed desync between client and server when docks push away things
[UBR] Fixed desync when collecting loot
Known issues
"We are currently getting a lot of crash reports from Ryzen users. We're actively working on fixing this problem, and we hope that we already found a solution in this patch. We haven't managed to reproduce this crash on our own machines, so we're currently only guessing what causes this. Hang in there, we're aware and working on it!"
[UBR] Hopefully fixed a crash for Ryzen CPU users
We know about this and we're working on it, hang in there!