Hey everyone! These are the final patch notes for update 2.0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1.3.8 so far. 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. We'd like to encourage you to check out the update yourselves and see for yourselves how things have improved!
Gameplay Highlights
"So much has happened! 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
Added a device to leave a message for other players
Removed cargo shuttles, factories can now trade with each other in-sector through the ambient shuttles
Added a pirate loot transporter
Added a few easter eggs
Torpedoes can now be dropped as loot
Added strength indicators for enemies
Added a Travel Hub: buying a jump boost increases the hyperspace jump range for the next jump
Made flight AI of ships in combat more reckless and engaging
Improved AI of mining and salvaging ships
Added several new sound effects for weapon & other loot pickup
Improved the introduction missions for the Strategy Mode and 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
Harvest and Repair AI no longer reorder weapon groups and use only the best turrets on targets
Renamed "Smart Blocks" to "Functional Blocks"
Stations and ships of players are now be attacked by pirates or factions that are at war with the player from time to time
Improved Controls
Ship doesn't try to automatically turn towards the camera view while standing still (toggleable)
Added a combat zoom functionality when holding right mouse (mousewheel)
Added a free camera in building mode (arrow keys)
Added tons of cool other stuff
Balancing
"Just like the other changes, a lot has happened here and we're listing only the most important ones! One of the most important goals was to make the early game less grindy, though. If you're interested in the details, check out the patchnotes for patches 2.0.1 to 2.0.6."
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
Improved the Trading Subsystem to start tracking routes and showing prices at much earlier rarity levels
Increased amount of resources available at Resource Depots
Reduced cost of resources at Resource Depots
Increased profit when selling resources at Resource Depots
Most missions now additionally give resources as reward
Decreased influence of pirates and Xsotan on hazard zone trigger when destroying freighters by 75%
Adjusted NPC boosting behavior to make sure they don't kite as much
Relation gain for repairing for money at repair docks is now similar to shipyard
Relation gain of all bulletin board missions increased
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)
Shield boosters now give a flat bonus to shield instead of a percentage
Dev Comment: Energy to shield converters are now the go-to item when you want % shield improvements
Increased amount of shields provided by energy to shield converter subsystem
Energy to shield converters now stack with other shield bonuses
Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the building knowledge slot limitations
This also speeds up combat with pirates in general
Reduced prices of torpedoes by 56%
Doubled base rewards for delivery missions
Delivery mission bonus reward now scales with location in the galaxy
Doubled base rewards for resource shortage missions (now 4x the good's price)
Resource shortage mission bonus reward now scales with location in the galaxy
Increased number of available bulletin board missions
Increased minimal rotation speed for all turrets
Halved frequency of fake distress call in comparison to normal distress call
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! We're only listing the most important changes here, there are many more small things that were improved."
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 new scenario selection UI for singleplayer games
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 areas to show where your ships are currently doing operations
Sectors can now additionally be tagged with an icon when adding a note
Added more buttons for showing/hiding different ships (distinguishes between "on screen" and "on operation")
The currently tracked mission can now be shown on the galaxy map
Added a legend to galaxy map
Refined the “Sector Information” on galaxy map
Added many hints about buttons and controls
Improved camera controls in StrategyMode & GalaxyMap
Improved UI of craft weaponry
Turrets can be replaced and removed in ship overview
Turrets can be assigned as auto-firing here
Added arrows that show if a selection can be scrolled further up or down
Added a slider to saved designs window in Build Mode to scale a design 2 slots up or down
Added little highlights to find loot more easily
Added filtering by ship & station in the fleet overview
TAB now switches between Ship and Player window
Added hints for actions to each window and tab
Added little markers to turret icons for the different slot types
Added new icons and cursors for actions that require a target
Mail window now sorts newest mail to the top of the list
Mail window now shows mails with attachments
Mail window now highlights unread mail better
New notifications are now shown at the bottom
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)
All turrets can now be configured to be automatically firing
Added new subsystems for automatic turrets, updated existing subsystems to include automatic slots where appropriate
New Progression
"The new progression 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. We believe this provides a much more fun way to play your chosen playstyle, or to even try a different playstyle for a bit. And to keep Avorion a true sandbox: If you don't like the new progression, you can simply 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
Functional Blocks that increase processing power are now clearly marked as such
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 the velocity display 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
A crew transport can now be called in when 100 crew is necessary (down from 300)
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
Send an escort with your ship to increase its safety
The ship won't be available during that time, unless recalled
Ships with captains show up from time to time in the area they were deployed in
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 in a time interval specified by 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
Tier 0 captains gain a class determined by their last fulfilled operation once they reach level 5
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 the option to take a high-tier captain on board
Specific stations produce specific captains
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
Player fighters without mothership (and thus without pilot) now fly in circles
NPC fighters without mothership (and thus without pilot) now explode
Fighters can now boost when they start flying longer distances
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
Massively increased durability of fighters
Durability now scales with tech level and used material
Increased damage of (new) fighters by 33%
Rebalanced costs of fighters to match the "3 fighters = 1 turret" design philosophy
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
Improved fighter AI when returning to mothership
Increased range of Anti-Fighter cannnons by 1km
Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done
Guaranteed dodges recharge over a period of 60s instead of 120s
Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel])
UI Improvements
Added small HP bars for fighters when showing the entire squad
Added small markers for fighters
Added HP bars for deployed fighter squads
Autopilot
"Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it. You guys wanted automatic docking? You get automatic docking. Give the order, sit back and enjoy the show!"
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 upgrades now either give
Small jump range boosts without increased cooldown
Large jump range boosts and increased cooldown
Hyperspace jump cooldown can be reduced by boosting towards the next jump point
Smaller Changes
"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."
Tutorial now starts with the same player resources regardless of difficulty level
Additional resources are then given to players after completing the tutorial
Large, empty Iron & Naonite asteroids now have the shape of Titanium asteroids to make them distinguishable from claimables
Pirates can now be cowards and flee from a fight once too damaged
Wormholes selected in Strategy Mode now show their distance
Added a safety conversation line for Swoks when picking "I'll pay", to confirm that player actually wants to pay
Renamed "Crew Shuttles" to "Boarding Shuttles"
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
Added an icon to bulletin board to quickly identify a mission
Ship AI is no longer limited by range of PDCs when they have other weapons they could use
Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock
The trader that is attacked by pirates no longer dies in 2 seconds
It's now 120s, except when you're helping them with the dying
Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship
Improved crew notifications
Fighter engine trails are now longer when boosting on particle setting "High"
Added a hotkey binding to select own ship (unbound by default)
Force turrets are now also compared by force when sorting by damage in inventory
Ships can now be sent through wormholes in strategy mode
Salvage AI now stops when its salvaging license runs out
Gems are now bought by Habitats and Casinos
AI ships can now use armed auto turrets to defend themselves while mining/salvaging
Turret positions are now updated when scaling and rotating the whole plan in building mode
Added a hotkey to track missions when they're updated
Reduced base time that it takes to build a ship with captain at a Shipyard from 300s to 40s
Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
Reduced default size of damage numbers
Once a player has crossed the barrier, the teleporters will always activate automatically when that player enters the teleporter sector again
Strongly reduced slowdown of turrets when approaching their aimed point
Turrets now snap correctly to target instead of slowly approaching it
Stations and ships of players can now be attacked by pirates or factions that are in war with the player
Delivery and organize goods missions now mark their target stations
Added icon to show that permanent installed upgrades can be removed without getting destroyed
Fighter wings can now be deleted even when they contain fighters
Enemies no longer oscillate between player and center of sector when player is too far out
Added little lights to some containers
Strategy mode is now bound to “N”
Swapped default hotkeys for Ship and Player Menus (I, P)
Added a text field to cargo bay for dropping a specific amount of goods
Added a Turret Rotation Lock Edge block
Auto-Assign now only unassign as many crewmen as it needs to fill all professions
Torpedo and boarding warning sound is now attenuated over time to be less annoying
Bugfixes
"We actually fixed way, way more bugs than those, but we're listing the most annoying ones here. Many of these were brought to us by users through our in-game bug reporting system! List may be incomplete since many systems were reworked, which could lead to bugs being fixed automatically."
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
[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
Increased grace timer when a ship is destroyed in a Scrapyard sector
Fixed a crash in “Eliminating Rivals” mission
Fixed a crash in “Propaganda Materials” mission
Fixed a crash in “Display of Strength” mission
Fixed a crash in “She’s Innocent!” mission
Fixed a crash in “A Lost Friend” mission
Fixed a crash in “The Guardian” mission
Fixed a crash in “Wanted Dead, Not Alive” mission
Fixed an issue where changes in material weren't reflected in costs of saved designs window
Fixed a bug in asteroid field generation
Fixed an issue where the energy system didn't drain energy for a few seconds when going into drain
Mined ores and scrap are no longer tagged as stolen when picked up by someone else after the reservation timer runs out
Fixed an issue where switching to alliance ships over the map wasn't possible
Fixed some issues where AI-controlled ships didn't calculate their braking distance properly
Fixed an issue where some missions didn't continue when switching into ship when it's in the sector where the mission happens
Fixed an issue where heal rates of fighters in fighter factory were too high
Fixed pirate title not being translated in dialogs
Fixed an issue where esort ship weapons sometimes dealt no damage
Fixed an exploit where crew payday was reset when crew of the ship was empty
Fixed an issue where projectiles didn't properly collide with objects very close to the turret
Fixed an issue where ships could hang when destination sector was suddenly out of reach
Fixed an issue where ships were using the wrong turrets for some jobs
Fixed several issues for lower resolution
Fixed an issue where Xsotan artifacts didn't stack in inventory
Fixed an issue where several bosses didn't react to alliance ships as enemies
Fixed an issue in a Family mission when there was no associate
Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available
Fixed an issue in crew tab where text could read 'due in 0 seconds'
Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang
Fixed several issues where missions didn't yield reputation when doing them in an alliance ship
Fixed an issue in auto fire mode where turret didn't attack currently selected target
Fixed several issues in search and rescue mission:
Spawned wreckage can no longer have captain logs with conflicting dialog
Dialog option to give information is no longer shown on any ship or station
Location bulletins are now immediately updated if correct sector was found
Only correct sector is now marked as target location if correct sector was found
Added description line to tell player what to do with the wreckage
Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about
Fixed several issues where legendary turrets had wrong crew members
Fixed an issue where players could have bad starting relations to their home sector faction
Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them
Fixed broken display of stats in shipyard
Fixed an issue where player to player damage could still happen even when disabled
Fixed an issue where fire power of a ship didn't update properly when all turrets were removed
Fixed an issue where turrets could show up in System Upgrades inventory
Fixed an issue where turret factories showed the wrong turrets sometimes
Fixed an issue where the news window didn't update properly
Fixed an issue where pirates attacked each other in 'Eliminating Rivals'
Reading this I realize the irony of the bug with the mission's name
Fixed an issue where introduction missions could spawn on the other side of the barrier
Fixed an issue where the reticle of beacons was visible in build mode
Fixed several server-side crashes
Fixed an issue where invalid characters could be added to ship name text box
Fixed an issue where some projectiles were displaced after being fired
Fixed an issue where enablers of different input contexts would block other keys
Fixed an issue where wrong stats were displayed in ship tab
Fixed an issue where turret designs weren't restored correctly when repairing
Fixed an issue where turret designs flickered on undo/redo
Fixed an issue with icons not being cleared in fleet overview
Fixed a crash when jumping with the ship window open
Fixed an issue where mines didn't buy things as intended
If you're still reading: have a really nice day and lots of fun with this update!
Fixed several issues where jumping into some specific sectors could cause the game to crash
Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
Fixed an issue where auto turrets were shooting ships that were assigned as friends
Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
Fixed an issue where hangar didn't properly detect highest material of deployed fighter
Fixed some overflows in cargo bay that were just a little too easy to reach
Fixed a GPU memory leak
Improved performance of icon rendering in inventory
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 shots were desynced between client and server, looking like they hit when they didn't and vice versa
Fixed an issue where windows had unforeseen overlap in main menu
Fixed an issue where a pirate wasn't properly set to friendly in family storyline
Fixed an issue where the amount of resources gainable through the "Resource Shortage" mission didn't scale depending on location in the galaxy
Fixed an issue where stolen goods were usable for "Resource Shortage" mission
Fixed an issue where turret AI could see higher-level hidden asteroids than it should
Fixed an issue where docking lasers remained when pulling an already docking ship towards you while in a station
Fixed dialog in missing freighters mission
Fixed an issue where the root block of a ship remained in multiplayer as a ghost
Fixed an issue where hyperspace cooldown could be 0s
Fixed several issues where camera positions weren't properly remembered for ships
Fixed an issue where the dialog with IHDTX could start in loading screen
Fixed several issues with bosses that led to them being friendly towards the player
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
Ships now appear more often while on operations
Codes of mission exodus shortcut are now tracked in the mission description
Balancing
"We'd like to reduce wait times for high-end ships when traveling with hyperspace jumps, so we're significantly increasing hyperspace cooldown reduction bonuses, while increasing required energy by the same factor. This essentially speeds up hyperspace cooldown, saving you precious waiting time."
When remaining hyperspace cooldown is high, cooldown reduction by boosting is higher
when more than 120s are remaining, cooldown reduction is now 12x faster, required energy 6x as much
when more than 60s are remaining, cooldown reduction is now 8x faster, required energy 4x as much
when less than 60s are remaining, cooldown reduction is now 4x faster, required energy 2x as much (this is the system that was in place already)
In clear space:
when more than 15s are remaining, cooldown reduction is 12x faster, required energy 6x as much
when more than 7.5s are remaining, cooldown reduction is 8x faster, required energy 4x as much
when less than 7.5s are remaining, cooldown reduction is 4x faster, required energy 2x as much (this is the system that was in place already)
Boosting towards the jump point for HS jump cooldown is now possible while under attack
The same principles for faster cooldown apply as for the other systems above
Keep in mind that your hyperspace drive recharges with only 25% of its power while you're under attack
UI
Updated translations
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! :)"
[UBR] Fixed an issue where mouse sometimes moved erratically when galaxy map was opened in strategy mode
Fixed an issue where windows had unforeseen overlap in main menu
[UBR] Fixed an issue where a pirate wasn't properly set to friendly in family storyline
Fixed an issue on the galaxy map when a ship disappears while trying to find an area for its next operation
[UBR] Fixed several issues where milestones wouldn't unlock in alliance ships
Note that some milestones can only be unlocked as a player by design
[UBR] Fixed an issue where the amount of resources gainable through the "Resource Shortage" mission didn't scale depending on location in the galaxy
[UBR] Fixed an issue where stolen goods were usable for "Resource Shortage" mission
[UBR] Fixed an issue where turret AI was unable to see hidden asteroids highlighted by miner captain
[UBR] Fixed an issue where turret AI could see higher-level hidden asteroids than it should
[UBR] Fixed an issue where docking lasers remained when pulling an already docking ship towards you while in a station
[UBR] Fixed an issue where group 9 of turret orders was always reset when sending a ship on an operation
[UBR] Fixed an issue where auto assign crew setting wasn't reliably remembered when sending a ship on an operation
[UBR] Fixed galaxy map tracked mission display showing no or an old mission on reopening the map
[UBR] Fixed dialog in missing freighters mission
[UBR] Fixed an issue where autopilot wasn't stoppable by using mouse based keybind
[UBR] Fixed an issue where the root block of a ship remained in multiplayer as a ghost
[UBR] Fixed an issue where travel command could take 0s to travel to a location when hyperspace cooldown is low enough
[UBR] Fixed an issue where hyperspace cooldown could be 0s
[UBR] Fixed several issues where camera positions weren't properly remembered for ships
[UBR] Fixed several issues in "She's innocent!"
Pirates now attack player when they selected "pay" but can't
Pirates now jump away more naturally
Mission will now mark the sector where the container is if player forgets to take it
Fixed an issue where auto turrets could destroy a pirate that was important for the mission to continue
[UBR] Fixed an issue where the dialog with IHDTX could start in loading screen
Fixed an issue where additional hyperspace cooldown energy was going up even though the engine was blocked
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
"More general QoL for everyone! Ships now stop when they don't have a salvaging license in a scrapyard, gems now have a purpose, and we've added a 'stealthy' swiftness so that you can tell your ships more safely to fly somewhere with minimal attack problems."
Salvage AI now stops when its salvaging license runs out
Gems are now bought by Habitats and Casinos
Added a "stealthy" swiftness for travel command with very low attack probability but high travel time
Commodores of escorting ships now properly reduce attack chance for Travel Command
AI ships can now use armed auto turrets to defend themselves while mining/salvaging
'Dock to station', 'peaceful patrol' and 'refine ores' AI states now set the ship to 'passive' instead of 'idle' to avoid spinning
Asteroids are now guaranteed in scrapyard sectors to avoid mining ships appearing and doing nothing
Captains can now no longer be Intimidating and Harmless at the same time
Balancing
"We're buffing the normal delivery missions to make them more worthwhile, and there will be more missions available in general. We're also changing the mine/salvage operation safe mode, and you won't be able to use absolute minimum effort ships in areas where they're obviously outclassed. It's been pointed out to us that sending a 2 slot iron ship to mine for 4h in (1:1) without it being in any danger doesn't feel balanced and we agree. They'll need to be at least a little bit on par with ships in the area or you'll have to use an escort to protect them."
Doubled base rewards for delivery missions
Delivery mission bonus reward now scales with location in the galaxy
Doubled base rewards for resource shortage missions (now 4x the good's price)
Resource shortage mission bonus reward now scales with location in the galaxy
Increased number of available bulletin board missions
Increased likelihood of Tier III captain mission
Mine Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
Salvage Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
Energy drain of energy to shield converter is now static for each rarity
Increased prices of energy to shield converter upgrades to be more on par with other upgrades
Increased fluctuation of the amount of goods available through trade contracts
Reduced reputation gain of a few side missions from +10000 to +7500 to make them more on par with other missions
Clearing out a pirate sector now grants +3500 reputation to a nearby faction
UI
"Some more UI QoL improvements, enjoy!"
Added an alternative view for ship weapon overview that doesn't fill out the selection by slot, but by turret
Added better error messages as to why a captain can't sell something (esp. which good is problematic)
Readded display of total crew salary
Escorting ships now additionally show the description of their escorted ships
Added a config option to enable/disable encyclopedia pop ups
Improved Translations
Improved rendering performance of map tag icons when there are many icons
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! :)"
[UBR] Fixed some wrong translations
[UBR] Fixed an issue where fighter AI was not properly detecting wreckages
Fixed an issue where unowned objects were shown as purple instead of grey
[UBR] Fixed an issue where seeker shots of autopiloted ships targeted the wrong objects on the client
[UBR] Fixed an issue where autopiloted ships aimed badly on the client
[UBR] Fixed an issue where mines didn't buy things as intended
[UBR] Fixed several issues where jumping into some specific sectors could cause the game to crash
[UBR] Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
[UBR] Fixed an issue where auto turrets were shooting ships that were assigned as friends
[UBR] Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
[UBR] Fixed an issue where upgrades could get lost on reconstruction
Fixed a few script crashes
[UBR] Fixed an issue where the boost of ships would continue over loading screen, draining too much energy on hyperspace jump
Fixed a performance issue in UI of Mine and Salvage Operation
Fixed an issue where missions weren't tracked correctly
[UBR] Fixed an issue where academy was reset when a ship went on an operation
[UBR] Fixed an issue where cloning pods were reset when a ship went on an operation
Fixed an issue where repairing turret bases crashed the game
Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
Fixed some crashes in commands when using them with alliance ships
Fixed a crash in strategy mode when hovering an object that was just destroyed
Fixed an issue where hangar didn't properly detect highest material of deployed fighter
[UBR] Fixed an issue where mining/salvaging fighters were recalled all the time by its mothership while mining
[UBR] Fixed rigid and coaxial turrets being able to shoot through the ship
[UBR] Fixed an issue where procurecommand's "stolen" checkbox was still checked and used even though it was invisible
[UBR] Fixed an issue where hyperspace engine cooling would show the wrong times
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
AI can now use multi-harvest turrets to both mine or salvage
Balancing
"Buffing energy to shield converters a little more to make them more competitive. We're also reducing pirate HP to speed up combat encounters a little and make things a little easier, since especially in the core they could quickly overwhelm. Their firepower will remain untouched, this only concerns their HP, and also only for pirates."
Energy to shield converters now stack with other shield bonuses
Improved shields given by energy-to-shield converter to give better shield +% than previous shield boosters
Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the limitations on ship size
This also speeds up combat with pirates in general
Adjusted building knowledge drop (and mission) to be more on par with actual material spawn
UI
"We made some major improvements to the fighter UI and the galaxy map! Plus some more generall UI goodness."
Fighters
Added small HP bars for fighters when showing the entire squad
Added small markers for fighters
Added HP bars for deployed fighter squads
Galaxy Map
Alliance ships are now no longer shown in galaxy map ship list when alliance infos are hidden
The currently tracked mission can now be shown on the galaxy map
Galaxy map now remembers its configurations for each save
Wormholes are now selectable in strategy mode
Ships can now be sent through wormholes in strategy mode
Added more localization strings (almost done with all languages, yay!)
Force turrets are now also compared by force when sorting by damage in inventory
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! :)"
[UBR] Fixed an issue where players' ships and stations were attacked by bounty hunters when it should have been other factions (when at war) or pirates
[UBR] Fixed some localization issues
[UBR] Fixed an issue where the trader attacked by pirates still died too quickly
[UBR] Fixed an issue where energy to shield converter subsystem showed the wrong stats for permanent installation
[UBR] Fixed an issue where energy to auto turret subsystem showed the wrong stats for permanent installation
[UBR] Fixed an issue where the news window didn't update properly
[UBR] Added fail safes to tutorial to progress according to underlying mission so that destruction phase always works
[UBR] Fixed an issue where title/class of ship wasn't properly restored when returning from background simulation
[UBR] Fixed an issue where pirates attacked each other in 'Eliminating Rivals'
Reading this I realize the irony of the bug with the mission's name
[UBR] Fixed an issue where factories could use shuttles to overdeliver more goods than they had in stock
[UBR] Fixed an issue where salvage command displayed an error about weapons being used when in fact it wasn't relevant
[UBR] Fixed an issue where introduction missions could spawn on the other side of the barrier
[UBR] Fixed an issue where the reticle of beacons was visible in build mode
Fixed several server-side crashes
Fixed an issue where turret factory ingredient mission didn't get properly tracked on restart
[UBR] Fixed a few issues in display of texts of captains' perks and orders
[UBR] Fixed coaxial turrets triggering the hint for unfortunate turret placement
[UBR] Fixed stations triggering the hint for unfortunate turret placement
[UBR] Fixed an issue where mothershipless fighters' models weren't cached, leading to performance issues
[UBR] Fixed a crash when getting destroyed or jumping with the weapons overview window open
[UBR] Fixed a crash when jumping via auto pilot with the strategy mode open
[UBR] Fixed an issue where invalid characters could be added to ship name text box
[UBR] Fixed an issue where ship names could overflow the UI
[UBR] Fixed an issue where some projectiles were displaced after being fired
[UBR] Fixed an issue where enablers of different input contexts would block other keys
ie. Ctrl-W in StrategyMode blocked pressing W (while Ctrl held) in build mode, even though there was no Ctrl-W combination in build mode input context
[UBR] Fixed an issue where wrong stats were displayed in ship tab
[UBR] Fixed an issue where stations were limited in sockets by building knowledge
[UBR] Fixed an issue where turret designs weren't restored correctly when repairing
[UBR] Fixed an issue where turret designs flickered on undo/redo
[UBR] Fixed an issue in "A lost friend" where sometimes captains didn't have a primary class
[UBR] Fixed an issue in "A lost friend" where it wasn't available at Casinos and Habitats
[UBR] Fixed an issue in "A lost friend" where it would never yield a Daredevil
[UBR] Fixed an issue in "A lost friend" where the marker for a wreckage wasn't rendered at the correct position
[UBR] Fixed an issue with icons not being cleared in fleet overview
[UBR] Fixed a crash when jumping with the ship window open
[UBR] Fixed an issue where ships behaved strangely after salvaging or mining is finished
[UBR] Fixed an issue where Harvest and Repair AI no longer used existing turret groups with enabled autofire
[UBR] Fixed an issue where fighters could mine hidden treasure asteroids even though the mothership didn't have the equipment nor captain to detect them
[UBR] Fixed an issue where ships couldn't mine hidden treasure asteroids even though the mothership had the captain to detect them
[UBR] Fixed an issue where ships didn't mine nor salvage when they only had fighters and no mining/salvaging turrets
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
"A few AI adjustments (mostly fighters) and some minor goodies."
Added a buyable beacon that can be deployed with a customizable message
Ship AI is no longer limited by range of PDCs when they have other weapons they could use
Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock
Improved fighter AI when returning to mothership
Player fighters without mothership (and thus without pilot) now fly in circles
NPC fighters without mothership (and thus without pilot) now explode
Dropped building knowledge is now reserved for 1h instead of 2min
Balancing
"We're adjusting fighters slightly again because this time we overdid it a little. Those changes should tone them down slightly from their current status as indestructible killing machines. We're also giving the different shield upgrades a more distinct use."
Increased resources necessary for production of fighters on ship slightly
Increased range of Anti-Fighter cannnons by 1km
Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done
Guaranteed dodges recharge over a period of 60s instead of 120s
Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel])
Strong escort ships and escorting commodores now reduce base attack chance (which couldn't be reduced before)
Slightly reduced yields from mining & salvaging safe mode
The trader that is attacked by pirates no longer dies in 2 seconds
It's now 120s, except when you're helping them with the dying
Increased amount of shields provided by energy to shield converter subsystem
Shield boosters now give a flat bonus to shield instead of a percentage
Reduced maximum amount of goods available for Trade Command in early game
Reduced random spawn rate of bosses slightly, since people jump more often now
Reduced prices of torpedoes by 56%
UI
"We're now communicating better what the different intricacies of the different operations are. And we've got a brand new scenario selection for Singleplayer games! Apart from that: More UI QoL and other good stuff!"
Improved UI of operations
Colored price percentages of sell command
Added better communication about sell command prices, captains and trading subsystem
Added a warning sign to sell command for dangerous or otherwise problematic goods
Added better communication about procurement contract prices, captains and trading subsystem
Scout operation now communicates which hidden mass sectors the captain will uncover
Refine operation now communicates speedup through a nearby owned resource depot
Added a new scenario selection UI for singleplayer games
Added a slider to configure loot highlighting (starting at which rarity)
Added filtering by ship & station in the fleet overview
Context menu in ship weapons overview is now disabled when in drone
Added a 'Travel Hub Blue' color for Travel Hub beams
Added an encyclopedia line to Travel Hub entry on how to build the beams in player-owned Travel Hubs
Added little markers to turret icons for the different slot types
Improved text for leveling of captains
Added a loading screen tip for turret placement, to avoid unfortunate placement of turrets on the front of the ship
Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship
Building mode orientation arrows are now no longer rendered if UI is hidden
Added keybinds to move main plane in Strategy Mode
Tag icons set in name of alliance are now shown on map
Assigning a captain no longer triggers the passenger notifications
Assigning from/to vanilla crewmembers will no longer trigger a notification
Added loading screen tips about several intricacies of operations
Energy Tab is now more compact and fits on screen for lower resolutions
Misc
Added debug output to find some bottlenecks
Fighter engine trails are now longer when boosting on particle setting "High"
Added a hotkey binding to select own ship (unbound by default)
Bugfixes
"No patch without some good old bug fixing! As usual, User Bug Reports that were submitted via our bug reporting tool are marked with [UBR]! Thanks to such a great community and keep it up!"
[UBR] Fixed an issue where Xsotan artifacts didn't stack in inventory
[UBR] Fixed an issue where several bosses didn't react to alliance ships as enemies
[UBR] Fixed an issue where loot transporter wasn't set as a friend during dialogs in mission encounters
Fixed an issue where faction languages could degenerate when saving
[UBR] Fixed an issue where the adventurer could change names
[UBR] Fixed an issue in a Family mission when there was no associate
[UBR] Fixed an issue where fighters could become slightly too big (ie. monstrous)
[UBR] Fixed an issue where it was possible to send a ship into background simulation even though it had a durability malus
[UBR] Fixed an issue where fighter models could be too small
[UBR] Fixed an issue where ships sometimes used repair turrets on enemies while attacking them
[UBR] Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available
[UBR] Fixed an issue where block textures weren't rendered correctly in UI
[UBR] Fixed an issue where tooltips of escort ships weren't translated correctly
[UBR] Fixed some wrong tooltips in captain tooltip
[UBR] Fixed an issue in crew tab where text could read 'due in 0 seconds'
[UBR] Fixed an issue where "Pirate Raid" mission could get stuck when there were too many holo blocks on the ship
[UBR] Fixed an issue where the Sell Command could show the wrong prices
[UBR] Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang
[UBR] Fixed an issue where the highest price of a good in Sell Command never went into negative regions
[UBR] Fixed several issues where missions didn't yield reputation when doing them in an alliance ship
[UBR] Fixed an issue where ships could get stuck for a certain time during mining and salvaging
[UBR] Fixed an issue where ships returning from background simulation would drop cargo when having cargo subsystems installed
[UBR] Fixed loot not being synced when reservation values are changed
[UBR] Fixed an issue in auto fire mode where turret didn't attack currently selected target
[UBR] Fixed some issues in localizations
[UBR] Fixed several issues in search and rescue mission:
Spawned wreckage can no longer have captain logs with conflicting dialog
[UBR] Dialog option to give information is no longer shown on any ship or station
[UBR] Location bulletins are now immediately updated if correct sector was found
Only correct sector is now marked as target location if correct sector was found
Added description line to tell player what to do with the wreckage
Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about
[UBR] Fixed several issues where legendary turrets had wrong crew members
[UBR] Fixed an issue in trade command where doing 2 consecutive flights caused double the profit even if it was just 1 more good being transported
[UBR] Fixed an issue where players could have bad starting relations to their home sector faction
[UBR] Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them
[UBR] Fixed broken display of stats in shipyard
[UBR] Fixed an issue where player to player damage could still happen even when disabled
[UBR] Fixed an issue where fire power of a ship didn't update properly when all turrets were removed
[UBR] Fixed an issue where turrets could show up in System Upgrades inventory
[UBR] Fixed an issue where not all captain commands were listed on lower resolutions
[UBR] Fixed an issue where turret factories showed the wrong turrets sometimes
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! ;)