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'.
Gameplay
"Autopilot can now boost more, and NPC ships boost less! This should make combat feel a lot better."
Autopilot can now use boost
Expedition now yields a Daredevil, not an Explorer on level up
Added a safety conversation line for Swoks when picking "I'll pay", to confirm that player actually wants to pay
Balancing
"Adjusted fighters and the upgrades necessary for them some more to make them more viable for a specialized ship style. We also took a long look at the Expedition and made some very much needed improvements."
Increased damage of (new) fighters by 33%
Fighter production time reduced for all materials lower than Avorion, depending on their tier (lower material: less time)
Legendary Hydra fighter upgrade now gives +4 slots
Uncommon+ Hydra fighter upgrades now give a boost to production speed
Improved boosts at Travel Hub, reduced costs
Fighters now boost until they are in weapon range
Reduced prices of fighter production
Relaxed the amount of damage to prevent a ship from going on operations to 5% of ship's value missing in blocks
Super-rich hidden asteroids are now in every 5th from every 4th
Relation gain for repairing for money at repair docks is now similar to shipyard
Relation gain of all bulletin board missions increased
Resource yields from expedition now have a more random variation instead of a fixed value
Resource yields from expedition now scale with distance to center of the galaxy
Reduced amount of items yielded by salvage command
Shuttles can now transport up to +400% more volume between factories per flight (ie. 5x as much)
Xsotan Artifact II now gives +6 auto turret slots
Xsotan Artifact III now gives +6 auto turret slots
Xsotan Artifact IV now gives +6 auto turret slots
Xsotan Artifact VII now gives +7 Hyperspace Range (up from 5)
Increased base time for trade command by 2 minutes
Reduced too massive boosting of AI ships
UI
"Clarity improvements and overall polish to the UI, enjoy!"
Improved visuals of strategy mode plane
Ships unable to escort/support show up in escort list now, with tooltips why they can't help
Improved UI of expedition operation to show how much can be earned with the operation
Renamed "Crew Shuttles" to "Boarding Shuttles"
Added entries about captains to encyclopedia
Added an icon to bulletin board to quickly identify a mission
Improved usability of galaxy map tag icon
Added error message in captain assessment of supply operation to point out that no route was found
Adjusted some strings in tutorial to ensure they always fit on-screen
Added description line with instruction to read mail in pirate raid mission
Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"
Fixed a crash in fighter factory
Fixed several crashes in bounty hunt mission
[UBR] Fixed a crash when dragging a blueprint out of a squad
[UBR] Fixed an issue where players could get the Titanium knowledge mail while tutorial was active
[UBR] Fixed a visual issue with the icons of sectors uncovered by the scout operation
[UBR] Fixed an issue where fighters just disappeared when starting
[UBR] Fixed an issue where fighter icons in squad UI were empty
[UBR] Fixed an issue where switching to alliance ships over the map wasn't possible
[UBR] Fixed an issue where expedition operation could yield too advanced ores and scrap metal
[UBR] Fixed several issues with fighters being transferred between ships
[UBR] Fixed several issues with tooltips on the galaxy map
[UBR] Fixed wrong english string in supply operation
[UBR] Fixed an issue when loading key bindings that used Ctrl, Shift or other modifier keys
You might have to reset controls or reassign the controls for them to work again
Fixed some issues where AI-controlled ships didn't calculate their braking distance properly
[UBR] Fixed an issue where reconstruction kits didn't rename when the ship was renamed
[UBR] Fixed an issue where some missions didn't continue when switching into ship when it's in the sector where the mission happens
[UBR] Fixed an issue where the Coop Flying tab wasn't shown
[UBR] Fixed an issue where turret orders weren't saved and restored properly when a ship went into background simulation and returned
[UBR] Fixed a crash in mining / salvaging AI when selected target has no resources to mine/salvage
[UBR] Fixed an issue where heal rates of fighters in fighter factory were too high
Fixed some issues with autopilot and order chains
[UBR] Fixed an issue where lower building knowledge wasn't dropped if the player had higher knowledge in their inventory
[UBR] Jump Range boost is now only depleted on actual hyperspace jump, not just changing sectors
Fixed pirate title not being translated in dialogs
[UBR] Fixed an issue where the trading operation could generate goods that were not paid for
[UBR] Fixed swoks and his goons having a personal feud with literally anything neutral
[UBR] Fixed an issue where esort ship weapons sometimes dealt no damage
[UBR] Fixed an issue where payday of a crew was reset when sent on an operation
[UBR] Fixed an exploit where crew payday was reset when crew of the ship was empty
[UBR] Fixed an issue where projectiles didn't properly collide with objects very close to the turret
[UBR] Fixed an issue where cursor had the wrong icon on the galaxy map when selecting a ship on an operation
[UBR] Fixed an issue where ships on trading operation had a 50% lower chance of being attacked when only a single flight was necessary
[UBR] Fixed an issue where ships could hang when destination sector was suddenly out of reach
Fixed several issues with translation
[UBR] Fixed an issue where the sector didn't have the correct name on the galaxy map after renaming it
[UBR] Fixed an issue where gates to a sector didn't have the correct name after renaming it
[UBR] Fixed an issue where ships were using the wrong turrets for some jobs
[UBR] Fixed several issues where auto pilot would get stuck while salvaging or mining
[UBR] Fixed a bug where installing an upgrade into the next system slot (which was blocked due to building knowledge) would destroy the upgrade
Fixed a crash in scavenger highlighting when highlighting wreckages with no resources but cargo
[UBR] Renaming beacon now has the faction of the ship from which it is spawned
[UBR] Fixed an issue where perma destruction and precise AI aim weren't reset after going back down from harder difficulties
[UBR] Fixed an issue where autopilot tried to stop the ship while interacting/building
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'.
"You want the big patchnotes? Alright, you shall have the big patchnotes!"
Gameplay
"We made many improvements to ships deployed on operations: They can now show up in the area they're deployed in. But be warned, captains don't like being monitored at work. We also improved some clarity about size limits, processing power and other potential misconceptions about these mechanics."
Ships with captains now show up from time to time in the area they were deployed in
Renamed "Smart Blocks" to "Functional Blocks"
Rephrased several messages to improve clarity about functional blocks and processing power
Added a new section to the tutorial to explain processing power
Adjusted naming of Building Knowledge
Pirate shipyards now also drop building knowledge
Building knowledge can now be bought by alliances, too
Building knowledge now drops for all players in the sector, regardless of them hitting the enemy that drops the item
Harvest and Repair AI now only use the best possible turrets and search for a new target or terminate if none are available. This means a ship equipped with Iron and Titanium Mining Lasers will use only the Titanium ones on Naonite asteroids.
Harvest and Repair AI additionally no longer reorder a ship's weapon groups
Tier 0 captains now gain a class determined by their last fulfilled operation once they reach level 5
When ambushed, a ship tries to fight pirates if it has weapons (not just the escorts)
When ambushed, a ship's hyperspace engine is exhausted
Large, empty Iron & Naonite asteroids now have the shape of Titanium asteroids to make them distinguishable from claimables
Added an alternate version of the hyperspace upgrade that is high reach, high cooldown
This is basically the hyperspace system from pre 2.0 as an option, but boosting to reduce cooldown is still possible
Tutorial now starts with the same player resources regardless of difficulty level
Additional resources are then given to players after completing the tutorial
Fighters
"We said this before: 3 fighters should about equal one turret. The thing is that, contrary to turrets, you can lose fighters while deployed. Our goal with fighters is that we want carriers to be a viable playstyle, that can be powerful but requires specialization of the ship of more than just a few hangar blocks. We spent some more time on fighters and we think we're now at a point where we reached that goal."
Increased durability of fighters
Durability now scales with tech level and used material
Increased boosting powers of fighters to +500% (from +200%)
Rebalanced costs of fighters to match the "3 fighters = 1 turret" design philosophy
Reduced fighter production costs to material costs equal to 10% of their credits costs
A ¢100.000 Xanion fighter now costs 10.000 Xanion to produce on the ship
Fighter production time is now 50% linked to their tech level and 50% to their durability
Fighter production time is now always at most 1h
Fighter production time now can be reduced by at max 90%
Fighter production time reduction is now 1min per 1000 production capacity on the craft
Fighters now always take at least 30s to produce, down from 60s
Increased amount of fighters available at stations
General Balancing
"We want the general early game to be more fun and less grindy, and for that we're making it easier to gain resources through other ways than mining. Apart from that, we've made some general adjustments to improve overall gameplay quality."
Increased amount of resources available at Resource Depots
Reduced cost of resources at Resource Depots
Increased profit when selling resources at Resource Depots
Reduced amount of necessary reputation for buying Building Knowledge to 65.000
Titanium Building Knowledge now gives 5 Slots
Increased likelihood of finding captains from every 4th station to every 3rd
Increased likelihood of finding tier 1 or 2 captains at stations
Decreased base salary of captains by 5000
Increased reach of higher-tier hyperspace upgrades
Increased time to flee of pirates to 6.5 seconds from 5 seconds
Reduced price for sector renaming beacon
Increased amount of very rich hidden ore asteroids to every 4th, from every 8th
Sped up trade frequency via shuttles between factories by 40%
Decreased influence of pirates and Xsotan on hazard zone trigger when destroying freighters by 75%
Reduced max velocity of NPC ships closer to the galaxy center
Improved influence of positive perks of captains on operations
Captains can't have more negative than positive perks anymore
Most missions now additionally give resources as reward
Bounty Hunt missions now improve relations to commissioning factions
Mining & Salvage Operation
"We added some clarity about the mining and salvaging operations, how they work and how to best fine-tune them for maximum yields. This, plus some QoL additions targeted at larger fleets."
Delivery interval is now 15 minutes for durations of 30 minutes or 1h
Added an option for immediate delivery
Added a new "Area Efficiency" line to show how good/bad the area is
Discovered asteroid/wreckage fields now boost area efficiency
Implemented mining & salvaging support from escorts
Escorts now mine/salvage, too, if they have the equipment for it
Increased maximum duration that Miners and Scavengers can be sent on an operation from up to 6h to up to 8h
They get a flat +0.5h bonus and each tier now gives +1h (up from 0.5h)
Reduced time taken to refine
Increased mining yields in outer faction area by 50%
Resource asteroid/wreckage setting in Free Play mode now affects Mining & Salvage Operations
Mining subsystems now boost mining yields
They have the largest effect in areas with few asteroids
Other Operations
"Some balancing adjustments for the other operations. Also fixed some bugs, which you'll find more down below in the Bugfixes section."
Increased area size of Scout operation from 15x15 to 21x21
Scout Operation now reveals estimations about the amount of asteroids and wreckages
Scout Operation is now 60% faster per sector
Reduced general pirate attack chance in outer faction area
Operations related to trading now improve relations to the local faction
Increased gains from Expedition to make it more viable in early game
Galaxy Map
"We improved the general feel of sending your ships away - they shouldn't feel like they're completely gone."
Added more buttons for showing/hiding different ships (distinguishes between "on screen" and "on operation")
Ships are no longer automatically hidden from the list when sent on an operation
Ships now get their area highlighted when going on an operation
Added a checkbox to toggle those areas
Adjusted some descriptions in map commands for improved clarity
Sectors can now additionally be tagged with an icon when adding a note
Map orders can now be given to ships piloted by a player
UI
"Much clarity stuff, and some more quality of life. Using pre-2.0 builds should now be a lot easier."
Added arrows that show if a selection can be scrolled further up or down
Wormholes selected in Strategy Mode now show their distance
Changed colors of symbols indicating enemy strength to make them better distinguishable from one another
Adjusted text in subsystems tab to hint towards functional blocks
Added a different background for functional blocks
Added more loading screen hints about captains, commands, processing power and more
Renamed captain's level 0 to level 1
Added the captain icon to captain mission
Improved looks of blocks in block icons
Added a slider to saved designs window in Build Mode to scale a design 2 slots up or down
Adjusted names of orders in orderchain window for improved clarity
Added explanation to max ship size slider in Free Play
Updated "Build 5 slot ship" milestone in Player Profile to reflect Titanium Building Knowledge now allowing up to 5 slots
Captain assessments in operation UI are now colored yellow or orange if they contain warnings
Improved autopilot and craft orders interaction window
Improved German, French, Russian, Japanese and Chinese localization
Bugfixes
"We got tons of feedback and bug reports, thanks for all the commitment! As usual, User Bug Reports reported through our in-game bug reporting tool are marked with [UBR] below."
[UBR] Fixed a crash in “Eliminating Rivals” mission
[UBR] Fixed a crash in “Propaganda Materials” mission
[UBR] Fixed a crash in “Display of Strength” mission
[UBR] Fixed a crash in “She’s Innocent!” mission
[UBR] Fixed a crash in “A Lost Friend” mission
[UBR] Fixed a crash in “The Guardian” mission
[UBR] Fixed a crash in “Wanted Dead, Not Alive” mission
[UBR] Fixed an issue where NPCs that were needed by missions ran away after they were damaged
[UBR] Mined ores and scrap are no longer tagged as stolen when picked up by someone else after the reservation timer runs out
[UBR] Fixed a crash in Refine AI Command
[UBR] Fixed an issue where player-built shipyards sold building knowledge even though the player didn't have it yet
[UBR] Fixed an issue where the trade command income scaled infinitely with the used ship's cargo bay
[UBR] Fixed an issue where building knowledge didn't unlock on servers that first had it disabled, then enabled
[UBR] Fixed an issue where the engine drained too much power after a hyperspace jump
[UBR] Fixed an issue where the energy system didn't drain energy for a few seconds when going into drain
[UBR] Fixed an issue where torpedoes and other icons weren't displayed properly
[UBR] Fixed a bug in asteroid field generation
[UBR] Fixed an issue in simplified simulation where ships would always boost and always hit no matter their energy, distance from target or reach of their weapons
[UBR] Fixed pirate attack event not finishing properly sometimes when pirates flee
Fixed an issue where recalled ships didn't return when a certain script crashed
Fixed an issue where max amount of items gained from salvaging could be unlimited
Fixed Mining Operation wrongly declaring enemy faction sectors as safe
[UBR] Fixed an issue where cooldown of hyperspace engine could go to 0, leading to unexpected issues and crashes
[UBR] Fixed an issue where it was possible to jump over rifts
[UBR] Fixed an issue where some special characters weren't properly captitalized
[UBR] Fixed an issue where normal hull wasn't available in turret design mode
Fixed an issue where changes in material weren't reflected in costs of saved designs window
[UBR] Fixed an issue where alliance ships couldn't escort other alliance ships
[UBR] Fixed some issues in sell/procure commands where they took too long for simple tasks
[UBR] Fixed an issue in procure command where attack chance was 60 times too high (whoops)
Fixed alliance ships being marked with wrong colors
Fixed an issue where the Procurement Contract UI wasn’t reset correctly
Fixed Typos
[UBR] Fixed a bug where the autopilot would continue its last order after player leaves the ship
Fixed a bug where captain tooltips had some lines missing in restock and expedition operations' UI
[UBR] Fixed an issue that led to thrusters always firing when 'always turn ship' option was active
[UBR] Fixed Saved Designs Window being empty on reopen
Hey everyone! These are the preliminary patch notes for update 2.0! There is much, much more that has happened and as always the devil is in the details! We're only listing the most important changes here for now. We'd like to encourage you to check out the update yourselves and see for yourselves how things have improved!
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'.
General Gameplay
"So much has happened! It's far too much to list in these notes for now, so we'll only list the biggest changes! We had plenty of balancing changes as well, and we'll keep an eye on things to make sure that things stay smooth!"
Added a "Free Play" Scenario
Added repair with credits only at Repair Docks
Fixed an error in the name-translator of other ships and stations
Names of NPC ships & stations should now be more pronounceable
Added more diverse civil Ships
Added ambient shuttles that populate the sector
Added more named weapons
Added a secret boss fight
Added a new procedural bounty hunting mission
Added lights to some containers
Added a shortcut to the Exodus story mission
Added Towing instead of Reconstruction Tokens
Added a device to rename sectors
Removed cargo shuttles, factories can now trade amount each other in-sector through the civilian shuttles
Added a pirate loot transporter
Added a few easter eggs
Torpedoes can now drop as loot
Added strength indicators for enemies
Added a Travel Hub to do longer jumps
Made flight AI of ships in combat more reckless and engaging
Added several new sound effects for weapon & other loot pickup
Improved the introduction mission for the Strategy Mode
Improved the introduction mission for Trading
Added a mission to track progress of the Xsotan Swarm Event
Added some trading goods that can be dropped during R-Mining & R-Salvaging
Improved names of turrets and upgrades
Added pirate carriers
Added tons of cool other stuff
Balancing
"Just like the other changes, a lot has happened here and we're listing on the most important ones! You should check out the other topics for some balancing changes that were made there."
Improved rewards of nearly all missions
Reduced number of claimable asteroids, increased their value
Upgrades start to drop once they're starting to be useful (ie. no shield-upgrades in Iron & Titanium regions, etc.)
Massively increased capacity of battery blocks
Added one imbalance to test our community & bug reporters
Reduced amount of processing power required for Subsystem Sockets 4 and up
UI Redesign
"We all know it was necessary, and things look so much better now! We hope you enjoy it just as much as we do!"
Improved the looks of the UI
You don't know how much I'd love to go on about this, but you should instead just check it out yourselves :)
Added several color-blind modes
Colorblind people: Please provide feedback if things are clearer now, we'd like to know if there is still stuff to improve!
Added a detailed sector overview
Added several Galaxy Map improvements
Added pinging on the Galaxy Map
Added a setting to reveal your position to others
Added a toggle between faction & relation colors on the map
Added many hints about buttons and controls
Improved camera controls in StrategyMode & GalaxyMap
Improved UI of craft weaponry
Auto-Targeting
"No more 50% penalty but full control over which turrets should fire independently!"
Removed the 50% damage penalty from automatic turrets
Added new kinds of turret slots:
Defensive (for PDCs)
Auto Slots (for automatic turrets)
Turrets can now be configured to be automatically firing
Added new subsystems for automatic turrets, updated existing subsystems
New Progression
"The new progession is meant to challenge you on your way to the center of the galaxy. Players will be required to prove themselves in a new area before they can get their hands on the new building knowledge. But if you don't like that, you can just go for Avorion Classic!"
Building blocks now requires Building Knowledge about their material, which you can find over the course of the game
Either beat a strong pirate or boss encounter in the respective area, or
Achieve good relations with a faction and buy the knowledge at one of their shipyards in the respective area
Building Knowledge grants you the ability to build up to a certain material and subsystem socket number (read: Processing Power)
Processing Power
Made Processing Power of the ship more visual
Improved clarity about what Processing Power does and what blocks increase it
Added a "Classic Avorion" Scenario, which has full Building Knowledge unlocked from the start
Crew Rework
"Hiring crew was sometimes a rather tedious task, and the amount of crew necessary for some ships was a little overwhelming. With 2.0, we want to give you the options of either having a more bare-bones crew on the ship or investing in a fully functional crew that will boost your ship's performance to 200%!"
Reduced the amount of crew necessary to keep the ship running at basic capacity
Only half the crew is necessary now
Adjusted salary accordingly
Reduced the amount of workforce that is necessary to push a ship's performance to 100%
Ship performance of engine and mechanics can now be boosted to up to 200%
Boost in velocity is now reflected in velocity display on top of the HUD
Ranks are now assigned automatically by your crewmembers
Ranks are now among the crew and no longer separate professions
Morale decays more quickly once there is an issue on the ship
Morale will only start to impact workforce once it arrives at 0%
Morale no longer leads to the crew leaving the ship, but instead going on strike
Map Commands
"More work for your captains - less for you! With the new map commands you can now easily send your ship on a longer mission to collect resources, trade, explore and more!"
Changed the map commands to be easier to use and less finnicky
Map commands require a captain, who will then take full control of the ship
The ship won't be available during that time, unless recalled
Added the following new commands:
Mine
Salvage
Travel
Sell
Procure
Trade
Supply
Expedition
Scout
Restock
Refine
Added regular yields that the captains of the ships will send to you
Captains
"We gave captains more character - and a class. And traits. And levels."
Added new kinds of captains with various classes, perks and traits
Captains can now level up
Captains now give bonuses to the ship, depending on their class
Multiple captains can be taken on the ship as passengers
Added a new mission that ends with a high-tier captain
Fighter Rework
"We want the carrier-playstyle to be more of a specialization that's worth it - so we're making things easier but we'll also require you to specialize your ship more to, uh, carrier more."
Added grouping of Squads
Fighters are now remote controlled, pilots stay on the ship and won't get lost on destruction
Fighters can now boost when they start flying longer distances
Reduced fighter production costs by 50%
Carriers need subsystems on board for more than 1 squad
Added a new subsystem for fighter squads
Added a fighter skin that can be applied to an entire squad
Performance Improvements
Improved rendering performance when fighters are deployed
Improved networking performance of the mothership
Autopilot
"Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it."
Ships can now always be controlled as long as they're in the same sector as you
Ships won't require a captain for basic commands any longer
When commanding your own ship the Autopilot of the ship kicks in
Central/Outer Faction Area
"To give the factions on the map more feeling of actual civilizations, they'll now have a central and outer region in their area. More commerce in the inner regions, more outlawnessness (is that a word?) in the outer regions."
Added a differentiation between inner and outer faction areas
Inner Faction Area
Secure, many factories, densely populated, lots of commerce and trade
Outer Faction Area
Less secure, more empty sectors with resources, less populated, somewhat more dangerous, less activity
Improved characteristics of factions, depending on the faction
Tutorial & Encyclopedia Improvements
"We brought the tutorial more up to date and made it easier for new players to start out in this complex game."
Streamlined Tutorial and brought it more up-to-date
Improved integration of Encyclopedia into first few hours of the game
Added many new Encyclopedia articles
Player Profile
"You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!"
Added a player profile to keep track of your progress
Milestones in player profile show what you've achieved and what things are still to come
Hyperspace Improvements
"You know a feature isn't really top-quality when people Alt-Tab out of your game to do something else while waiting for hyperspace cooldown. So we made Hyperspace Travel more engaging and fun, and most importantly: Less annoying!"
Hyperspace calculations can now be done over multiple jumps without reopening the galaxy map
Hyperspace jumps require you to charge the jump drive before jumping, instead of after jumping
This prevents players getting stuck without being aware that something like that could even happen
Hyperspace jump cooldown is now max. 60s for all ships
Reduced hyperspace jump range boosts through upgrades and blocks
Hyperspace jump cooldown can be reduced by boosting towards the next jump point
Miscellaneous
"Hooray if you made it all the way down here! As a reward, have a few more things that were impactful enough to be worth mentioning in this wall of text."
Added changing of root block
Added a key to save designs from main menu
Added a filter to saved designs window to filter by "Can I build this right now"
Added a free camera in build mode
Bugfixes
"We actually fixed way, way more bugs than those, but those were the most important ones. So we're listing them here to shame them."
Fixed an issue where multiple blocks could exist in the same space, leading to highly exploitable ship designs
Fixed an issue where all factions of the map would be kept in memory all the time
Fixed several issues with AI just turning, but not flying
Fixed an issue where Swoks would not attack when shot at
Fixed several issues where named weapons were a little underwhelming
Fixed an issue where weapon hits would be desynced between client & server
Fixed an issue with the Avorion window icon
Fixed an issue with wrong proportion of factory storage
Fixed an issue with factory production display
Fixed an issue when ships won't fit through wormholes/gates
Fixed an issue where ship wasn't properly deleted when deleting all blocks
Fixed an issue where some ships couldn't be commanded after restoring a backup
Fixed an issue where mod window didn't scale properly with UI scaling enabled
Fixed some issues with target reticles not being drawn properly once too far away
Fixed many more bugs that we might list here at a later time.
Probably not, though, because who reads this stuff anyway?
All the planned improvements have been implemented, the coffee has been drunk and the hype is reaching the limits! That is why we will keep it short today:
We will start the Update 2.0 Beta tomorrow!
We will inform you about the exact start time separately tomorrow. Until then, you can prepare some snacks and put the energy drinks in the fridge, because it's going to start soon!
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