We all know them - we all love them: Fighters! The only problem is that our little helpers have brought a lot of work with them until now. We want to improve on that front with Update 2.0 and save you a lot of time!
Let’s start with the fact that the fighter pilots will no longer sit in the fighter itself, but will stay on your carrier and control the fighters remotely. That way you no longer have to worry about your pilots constantly dying in combat and won't have to look for replacements anymore!
Starting with update 2.0 you will get one skin per squad and not per fighter. The new system will introduce rendering performance improvements when fighters are deployed, and network performance improvements for the mothership when they aren’t.
And on top of that: Fighters will only cost 50% of resources to produce in the future, plus they'll start boosting when flying longer distances! Yaaay!
Insiders know that Fighters can be SUPER OP, so we’ll have to introduce some restrictions, too, sorry! In order to equip your ship with more than one squad of fighters, you will need the right subsystems installed. We want to make the carrier playstyle easier, but it will require more specialization of your ship. 10 squads on a full carrier are equal to 40 turrets! So the effort will definitely be worth it! We will also keep an eye on this feature and tweak it some more if necessary.
Finally, one more community request: Fighter squads can be grouped now!
Cargo shuttles
Cargo shuttles the way you know them now will be removed. The effort behind them is too time-consuming and nerve-wrecking. We’ll replace the cargo shuttles with NPC shuttles to reduce the effort for transporting goods between factories. NPC shuttles will automatically fly between the factories you’ve configured to trade with each other. You will no longer have to hire pilots, create hangars and so on...
And last but not least: We are planning to start the beta for update 2.0 next week! ;)
You have actively posted your game suggestions for Avorion in our forum and voted for them. At this point, first of all, thank you from the whole team, it makes us very happy to see how much passion you all bring in! So here's a summary of the suggestions that made it into Update 2.0:
*Right click on the Screenshot - Open in new tab*
Directly implemented suggestions:
Build mode: set root block manually
Free camera in build mode
Optionally selectable: show faction colors instead of relationships on the galaxy map
Ships calling for help die too fast
“Captain, do this. Even if I am there” / command your own ship - activate autopilot
Improvements to Legendary turrets
Pirate Carriers
Improve the storage proportioning of the factories
Indirectly Implemented Suggestions:
Fighter speed (Has been improved in the Fighter Rework)
Easy applying of a fighter skin to a squad (Has been improved in the Fighter Rework)
Easier configuration of factory to factory trade (e.g. cargo shuttles, supply command)
Easier supply of torpedoes (torpedo loot drops)
Difficulty options update (scenario: free play)
“We really need a better repair system” (Towing service)
Bulletin board improvements (Has been improved with the sector overview)
Unfortunately we can't take over all your ideas,since sometimes they do not match with our vision of Avorion. Nevertheless, we have added tons of smaller improvements, which would go beyond the limits of this post. We have implemented for example a workshop filter to select materials according to already learned material knowledge and improved the unbranding of stolen goods. In addition, the trading subsystems have been buffed so that low rarities are now more effective. It is definitely worthwhile to visit the forum from time to time, to suggest and vote, maybe next time your personal favorite will be on the list!
Getting really good loot usually takes a bit of work... With Update 2.0, we're making it a little easier for you, as the Loot Transporter is a sure way to know that there's some really great stuff to be captured! The transporter sometimes travels with pirates and is responsible for transporting the loot of their raids. You can imagine what he has in his bags! Since he has a lot to haul, there was unfortunately no room on his ship for turrets, so he makes a relatively quick getaway as soon as you attack him. The lucky ones among you who manage to destroy his ship despite the restricted time limit will be rewarded with a bunch of valuable loot!
Ship Reconstruction
Who has never wrecked a ship? Nobody, probably. In such a case, the well-known reconstruction token is usually the first thing you need to get the destroyed ship ready to go again - as long as you have a token at that time. We would like to make this feature less complicated and more comprehensible, so it should be easier to understand for Avorion beginners in the future. The tokens will no longer exist starting with Update 2.0, instead we are implementing a new Towing Service at Repair Docks! In the future you will be able to simply fly to a Repair Dock and ask them to pick up the broken ship. The ship will then be brought to you and made ready to use (read: quickly cobbled together) again for a small price, so that you can immediately continue flying! Some additional repairs might be necessary, though. Good thing you’re already at a Repair Dock. If you don't feel like looking for a Repair Dock first, you can purchase a Reconstruction Kit. With those you can make your ship ready to fly again on the (destruction) spot. You’ll be immediately ready to go, but will need a few more repairs.
The big update 2.0 is nearly done and we are working on the last few open points! We’d like to use this week’s announcement to update our development roadmap and show you the progress that we’ve made:
DONE:
Better UI visuals
New progression system based on knowledge for different materials
Scenario: "Classic Avorion" without the new progression
Improvements to Independent Targeting
Removal of the 50% damage penalty
Amount of independently firing turrets can be increased with various existing and new upgrades
Less micro-intensive commanding of ships
10 new or updated commands (ie. go fly a trade route, go salvage, go explore)
Captains with classes & perks
Improved performance for remotely operating ships
Bounties on Bulletin Boards
More civilian ships for improved flair
Improved visuals for busy sectors
Tons of QoL
More diverse faction areas on the galaxy map
Central vs. outer regions where different rules apply
Player Profile w/ Milestones
Crew Improvements
QoL; Sergeant, Lieutenant, etc. will be ranks within professions and no longer separate professions
Hyperspace Jump Improvements
QoL; Improvements to game flow, jumps, reduction of waiting times
Fighter Improvements
QoL; Fighters will be remote-controlled, will support boosting, will be cheaper to build but require stricter preconditions to have them on the ship
Autopilots
Scenario: "Free Play" that can be configured to your individual liking
Torpedo loot drops
Improvements to the tutorial
Listing of build mode features & "tricks" in the encyclopedia
IN WORK:
A Secret Boss
Various community-requested & QoL features
Updates to the Encyclopedia
Polishing, Bugfixing
STILL TO DO:
Nothing - we don’t have any other big topics that we’re not already working on! :)
Release Roadmap
So by now, you’ve probably realized that Update 2.0 won’t release in Q2. The good news is that the big topics are done (hooray!) and we’re currently still working out some last kinks and bugs. As we’ve stated in another announcement a few weeks ago, game development is highly iterative (compared to “regular” software development) and we don’t want to burn our 5-person dev team out. That wouldn’t help anybody. We don’t want to ruin the 2.0 update hype with a buggy and rushed release. Also, we’re currently deciding which community-suggested features we’ll be adding to the game, so go vote on our forum, if you haven’t already!
So what’s coming next? One thing we can promise: It won’t be too much longer! Right now we're doing stress-testing, PR stuff like a trailer and informing influencers and media, etc. Over the coming weeks, we’ll get some closed beta-testing started (if we decide to include some community members, you will definitely hear from us), followed by the update being made available on the beta branch, just like any other regular release. After it performs well on beta, it’ll be released to the default branch.
It has happened to everyone at some point: you try to dock at the station and the nose of your ship nudges the airlock but it still isn’t properly docked. The procedure should actually be much easier. And this is where the autopilot comes into play! In the future, you will be able to select your target station in strategy mode and simply give your ship the command to head for it. Docking is completely automatic! Additionally, the autopilot is capable of many other cool things: Have you ever wished you could just sit back and watch your ship do its thing? With the autopilot, that's no longer a problem! As long as you are in the same sector as your ship, you can, for example, instruct it to fly across the sector, mine an asteroid, or even attack someone. While your ship carries out the order, you just relax and enjoy the show! However, you need to be in the same sector as your ship to use this feature. To give orders to ships in other sectors you will still need a captain. And, as we all know, accomplished captains are way too proud to let an autopilot do their work for them ;)
Sector Overview and Sector Renaming
How many stations have you clicked through to find the right crew members? Probably quite a few... In the future, we would like to make both the search for the right crew members as well as the buying and selling of goods easier and more convenient for you. With update 2.0 we improved the sector overview to allow you to find out much faster which station in the sector has exactly what you are looking for! Simply switch to Strategy Mode and look through the available stations to get an overview of which goods are bought or sold, which missions are available, and which crew members you can find at which station. Afterwards you only have to select the station, fly there and save a lot of time!
While we're on the subject of sectors: Be sure to stop by an Equipment Dock and pick up the new Sector Label Applicator! Once you have activated it in a sector of your choosing, a beacon will appear and you can give the sector a new name. You can rename the sector as often as you like using the same beacon, as long as nobody destroys it. However, the label applicator only works in sectors that are controlled by you or your alliance, after all, you don't want the name of a sector to incite a war with the locals.
After performing well on the beta branch, patch 1.3.8 is now live on default! It introduces Japanese and French as officially supported languages and brings several quality-of-life improvements and stability improvements.
Languages
"As our community is growing all over the world, we want to support more languages. In this patch we happily introduce the new supported languages of French and Japanese."
Added French localization
Added Japanese localization
General
Torpedo shafts can now fire when not assigned to a group
Reduced default size of damage numbers
Improved performance of durability weakness effects
Improved performance of line break algorithm
Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
Scripting API
Implemented a prototype functionality to enumerate all values in an Enum
Enums can now be converted to a table via enumerate() (ie. BlockType.enumerate())
Bugs
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
[UBR] Fixed an issue where all players end up in the same sector once 3000+ players are registered
Fixed an issue where safe mode was always on (even when turned off) when transforming a shipyard-requiring block into a non-shipyard requiring block without a shipyard in the sector
Fixed an issue where colors weren't correctly translated in building mode
Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
Fixed an issue where upgrades of ships could disappear through breaking blocks
Fixed an issue where clicking coordinates in chat was possible while mouse was visible or obscured by windows
Fixed an issue where the Hermit Dialog wasn't shown when another player already spawned Swoks in that sector
Fixed an issue where Exodus Mission wasn't updating correctly
Fixed a crash in /run command when called from RCON or console
Fixed a crash when saving script data of players
Fixed an issue where players could leave the ship into the drone while building in tutorial
Searching for specific crew members can be annoying and time-consuming at times. Especially when you have already flown across several sectors to hire the correct crew members, only to realize that you’re now suddenly missing a general. That’s why we have improved the way that higher-ranking officers are handled, so that in the future you will no longer have to fly to countless stations to man your ship effectively. First off, we removed the separate professions for higher ranking officers. As soon as the number of crew members of a certain profession increases so much that they now require a superior officer, your crew will automatically promote one of their colleagues from within this profession to a higher rank. We have also made the crew more effective. Compared to before, you will only need half as many crew members to get your ship ready for action because each of them now has double the workforce. But good employees come at a price and the new crew knows what they are worth and demand a salary twice as high as before. In turn, they are also willing to work under harsher conditions. Lower morale will no longer have an immediate effect on the workforce, even though morale will decrease somewhat faster than before if you don’t have enough crew quarters or if you don’t pay your crew. But if you do let morale go down all the way to 0% (you should feel ashamed for treating them so poorly!), all crew members on your ship will go on strike immediately. However, they will not leave the ship any more but simply refuse to work until the problem has been resolved.
Faction Areas
We want to make the factions more interesting and give them more depth. Currently, the factions consist of a simple territory and that does not match our idea of growing and living civilizations. In the future, each faction will therefore have a central area and an outer area which will look and feel distinctly different from each other. Each faction has a central area around the home sector that is very densely populated and has certain advantages for you. There are better trading options due to the many factories and other stations that are well connected by a close-meshed gate network. In addition, the central areas of the factions are very well protected, making pirate attacks in these areas less likely. The outer faction area is rather sparsely populated, however sectors like asteroid fields or other (more or less welcome) surprises are much more likely in there. In most cases, when moving into the territory of an unknown faction, you will first enter their outer area where you will encounter only a few of their ships and stations. There, you can assess them to decide whether you want to venture deeper into their territory to possibly find new allies, or if you’d rather stay away from them. PS: The improved faction areas are compatible with existing saves!
Some things you achieve in Avorion are just too good not to be appreciated. Have you maybe defeated a certain boss or founded a mine on an asteroid? Or maybe you’re a new player feeling a little lost in the vastness of space and don’t know where exactly to start? This is why we’re introducing the new player profile, which will show you some things you should definitely try, and will remember the milestones you have reached, to give both new players and veterans inspiration for new goals. This means that, should you ever feel like you don’t know what to do next, you can look here for ideas for new challenges. Or if you’re feeling like taking a look back on your journey, this is where you can.
Hyperspace-Travel Improvements
We want Hyperspace Travel to feel better and be less boring for mid & late-game ships. We want it to feel more like a journey and less like a “teleport-here”. To do this, we’re 1. massively reducing hyperspace cooldown time, 2. reducing hyperspace jump range gains from hyperspace cores and upgrades (don’t worry, overall travel times will be a lot shorter, even with reduced jump range!).
To get things started, it will be easier to travel to sectors that are further away than your jump range. You will be able to select any (non-rift) sector and your ship will automatically calculate a straight route of sectors to the destination. When arriving in an intermediate sector, you will be able to simply continue the journey without having to reopen the map to select new jump coordinates.
We also want to avoid people getting stranded in a new sector with no energy. New players especially fall into this frustrating trap. That’s why we’re reducing the total amount of energy required for a jump, and instead of cooling the hyperspace drive after the jump, the energy will now be required to charge up the hyperspace drive to jump. To perform the jump, you’ll now have to boost towards the blue jump marker. Your ship will then charge up its hyperdrive and start to glow. We added some nice visuals and SFX so you can really get a feel of the immense forces required to move a solid, heavy ship through hyperspace!
So jumping will require less energy in total now, and instead need a big spike of energy over a very short period of time. That’s why we also greatly improved battery blocks (since you might need them ;) ), giving these underappreciated blocks some more value. Finally, to make travel feel more fluent with bigger ships, you will be able to speed up hyperspace cooldown even more by prematurely boosting towards the jump point. This is meant as a high-end luxury though and will consume lots of energy.
We're introducing official French and Japanese localizations, and while we're already at it, fixing a few bugs.
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 Branch - Newest Changes & Experimental Features'.
Languages
"As our community is growing all over the world, we want to support more languages. In this patch we happily introduce the new supported languages of French and Japanese."
Added French localization
Added Japanese localization
General
Torpedo shafts can now fire when not assigned to a group
Reduced default size of damage numbers
Improved performance of durability weakness effects
Improved performance of line break algorithm
Implemented a prototype functionality to enumerate all values in an Enum
Enums can now be converted to a table via enumerate() (ie. BlockType.enumerate())
Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
Bugs
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
[UBR] Fixed an issue where all players end up in the same sector once 3000+ players are registered
Fixed an issue where safe mode was always on (even when turned off) when transforming a shipyard-requiring block into a non-shipyard requiring block without a shipyard in the sector
Fixed an issue where colors weren't correctly translated in building mode
Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
Fixed an issue where upgrades of ships could disappear through breaking blocks
Fixed an issue where clicking coordinates in chat was possible while mouse was visible or obscured by windows
Fixed an issue where the Hermit Dialog wasn't shown when another player already spawned Swoks in that sector
Fixed an issue where Exodus Mission wasn't updating correctly
This time we would have loved to show you some fancy new screenshots but sadly we’re currently in a development phase where we can’t show any because the assets aren’t ready yet. Instead, we’d like to show you our development progress towards the 2.0 update!
These are the most important things we want to have in update 2.0, and at the same time our development progress.
DONE:
Better UI visuals
New progression system based on knowledge for different materials
Scenario: "Classic Avorion" without the new progression
Improvements to Independent Targeting
Removal of the 50% damage penalty
Amount of independently firing turrets can be increased with various existing and new upgrades
Less micro-intensive commanding of ships
10 new or updated commands (ie. go fly a trade route, go salvage, go explore)
Captains with classes & perks
Improved performance for remotely operating ships
Bounties on Bulletin Boards
More civilian ships for improved flair
Improved visuals for busy sectors
Tons of QoL
IN WORK:
More diverse faction areas on the galaxy map
Central vs. outer regions where different rules apply
Player Profile w/ Milestones
Crew Improvements
QoL; Sergeant, Lieutenant, etc. will be ranks within professions and no longer separate professions
Hyperspace Jump Improvements
QoL; Improvements to game flow, jumps, reduction of waiting times
Fighter Improvements
QoL; Fighters will be remote controlled, will support boosting, will be cheaper to build but require stricter preconditions to have them on the ship
Autopilots
TODO:
Scenario: "Free Play" that can be configured to your individual liking
Torpedo loot drops
Improvements to the tutorial
Listing of build mode features & "tricks" in the encyclopedia
Various community-requested & QoL features
Polishing, Bugfixing
We know you’re all super stoked (we are, too!) for a release date, and we will announce the date once we know for sure that we can meet it. The update is set to release in Q2 2021 and our 5 people dev team is working hard to achieve that. The reality is that we’re still working from home (thanks Corona) and game development is a highly iterative and sometimes unpredictable process. In the past we’ve experienced that trying to meet deadlines by force leads to crunch, stress, exhaustion, and thus poor quality and bugs. We as a studio want to avoid all of the above for the 2.0 update (and also in general, d’uh) so this time we’ll take a “when it’s done” approach. We want this update to be amazing and live up to the hype! We’ll continue sharing progress about the development over the next few weeks!