Avorion - Cepheni
Scripting API
  • Added new parameter 'mailId' to these mail callbacks:
    • onMailAdded
    • onMailUpdated
    • onMailRead
    • onMailDeleted
  • Added getDesigns() and setDesigns() functions to TurretBases component
  • Added getShipTurretDesigns() function to Player and Alliance
  • Added entity callback onReconstructed(craftId, playerIndex)
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 missions getting stuck waiting for a mail if mail was read and deleted while the game was paused
  • [UBR] Fixed turret designs not being restored when repairing at a Repair Dock
  • [UBR] Fixed a crash when talking to the hermit
  • Fixed potential crashes in shops
  • Fixed mapcommands client crash when trying to play a sound
  • [UBR] Fixed potential exploit in station insurances
Avorion - Philipp
Gameplay
  • Added new option to free play mode to have building knowledge limit only block materials and not processing power
  • Added more ways to acquire building knowledge
    • Building knowledge can now be bought for ores at Resource Depots
    • Building knowledge can now be bought at a Smuggler's Outpost for a lot of money
    • Building Knowledge can now be found in stashes and hackable containers
  • Increased the amount of ships foundable before the next material tier is required
    • Starting at Titanium, with each material tier you can now found +4 ships (up from +2 Naonite; +3 Trinium; +3 Xanion; +4 Ogonite)
Balancing
  • Increased jump range added by hyperspace blocks by 50%
UI
  • Improved highlighting in tutorial
  • Updated localizations
Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
  • Fixed crashes in the package mission
  • Fixed a crash when a station that is currently pulling a ship to its dock is deleted
  • [UBR] Fixed an issue where alliance relations weren't considered when interacting with resistance outposts
  • [UBR] Fixed an issue where boarding a pirate ship could result in non finishable events
  • [UBR] Fixed an issue where wrong sector was displayed in a dialog in investigate missing freighters mission
    • Pirates now also attack players when they are in an alliance ship in investigate freighters mission
  • [UBR] Added missing header and sender to insurance mail
  • [UBR] Fixed an issue where patrolling ships with a velocity bypass installed travelled really far into the distance
  • [UBR] Fixed issue where allies couldn't get organized with alliance relations
  • [UBR] Fixed repair order sometimes using armed turrets on allied targets
  • [UBR] Fixed craft's weapon overview resetting scroll position on every update
  • [UBR] Fixed an issue where coaxial turret shots instantly collided with the shooting ship when flying in the direction of the shot
  • [UBR] Fixed an exploit where ships without captains could mine a whole sector
  • [UBR] Fixed an issue where salvage AI couldn't use MultiHarvest turret properly
  • Fixed players getting stuck in the tutorial while building
  • Fixed a rare issue where players could get stuck in the tutorial when the torpedo from the pirate didn't hit them
  • Fixed possible crash on sector change
  • Fixed a crash where scaling with mouse not hovering over ship in block brush crashed the game
  • [UBR] Fixed an issue where torpedo weapon groups could not be unassigned
  • [UBR] Fixed an issue where the financial records of a factory weren't updated correctly when configured to buy/sell with other stations in the sector
  • [UBR] Fixed an issue where operations that remove goods from the cargo bay could return and still have some of those goods
  • [UBR] Fixed an issue where turrets were not removed when changing the block material they were placed on to something too low
  • Fixed a potential crash in bulletins for the bountyhunt mission
  • Fixed an issue when trying to buy items with the drone
  • [UBR] Fixed a crash in Travel Operation UI
  • Improved highlighting of mission targets in complete collection mission
Avorion - Philipp
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'.

Scripting API
  • Added new parameter 'mailId' to these mail callbacks:
    • onMailAdded
    • onMailUpdated
    • onMailRead
    • onMailDeleted
  • Added getDesigns() and setDesigns() functions to TurretBases component
  • Added getShipTurretDesigns() function to Player and Alliance
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 missions getting stuck waiting for a mail if mail was read and deleted while the game was paused
  • [UBR] Fixed turret designs not being restored when repairing at a Repair Dock
  • [UBR] Fixed a crash when talking to the hermit
Avorion - Philipp
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
  • Added new option to free play mode to have building knowledge limit only block materials and not processing power
  • Added more ways to acquire building knowledge
    • Building knowledge can now be bought for ores at Resource Depots
    • Building knowledge can now be bought at a Smuggler's Outpost for a lot of money
  • Starting at Titanium, with each material tier you can now found +4 ships (up from +2 Naonite; +3 Trinium; +3 Xanion; +4 Ogonite)
Balancing
  • Increased jump range added by hyperspace blocks by 50%
UI
  • Improved highlighting in tutorial
Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
  • Fixed crashes in the package mission
  • Fixed a crash when a station that is currently pulling a ship to its dock is deleted
  • [UBR] Fixed an issue where alliance relations weren't considered when interacting with resistance outposts
  • [UBR] Fixed an issue where boarding a pirate ship could result in non finishable events
  • [UBR] Fixed an issue where wrong sector was displayed in a dialog in investigate missing freighters mission
    • Pirates now also attack players when they are in an alliance ship in investigate freighters mission
  • [UBR] Added missing header and sender to insurance mail
  • [UBR] Fixed an issue where patrolling ships with a velocity bypass installed travelled really far into the distance
  • [UBR] Fixed issue where allies couldn't get organized with alliance relations
  • [UBR] Fixed repair order sometimes using armed turrets on allied targets
  • [UBR] Fixed craft's weapon overview resetting scroll position on every update
  • [UBR] Fixed an issue where coaxial turret shots instantly collided with the shooting ship when flying in the direction of the shot
  • [UBR] Fixed an exploit where ships without captains could mine a whole sector
  • [UBR] Fixed an issue where salvage AI couldn't use MultiHarvest turret properly
  • Fixed players getting stuck in the tutorial while building
  • Fixed a rare issue where players could get stuck in the tutorial when the torpedo from the pirate didn't hit them
  • Fixed possible crash on sector change
  • Fixed a crash where scaling with mouse not hovering over ship in block brush crashed the game
  • [UBR] Fixed an issue where torpedo weapon groups could not be unassigned
  • [UBR] Fixed an issue where the financial records of a factory weren't updated correctly when configured to buy/sell with other stations in the sector
  • [UBR] Fixed an issue where operations that remove goods from the cargo bay could return and still have some of those goods
  • [UBR] Fixed an issue where turrets were not removed when changing the block material they were placed on to something too low
Avorion - Philipp
After performing well on the beta branch, patch 2.0.9 is now live on default, combined with the changes from 2.0.8!

Gameplay
  • Some missions on bulletin boards are now only available in certain distances from the center of the galaxy
  • Captains now return to the sector they started in upon completing a scout, refine, procure, sell, expedition or restock operation
  • Trade contracts are now based on the revealed sectors of the area they are started in
  • Various error messages that contain sector coordinates now show a ping on the map and can be clicked
  • "A lost friend" mission now includes the captain's primary class in the bulletin
  • Family, Commune and Cavaliers ships can now appear in sectors
Balancing
  • Procure Operation: tuned additional time required when buying big amounts of goods
    • Instead of a 1.5mill threshold adding +45min it's now a 750k threshold adding +20 min
  • Mining Operation: greatly increased impact of discovered asteroid fields on area efficiency and yield
  • The pirates in the first encounter in "investigate missing freighters" mission are no longer insanely beefy
Client
  • Trading goods floating around in the sector now have prettier and distinct models
  • Added search function to encyclopedia
  • Added encyclopedia articles for goods that list the stations where they can be bought and sold
  • Added encyclopedia articles for productions that list ingredients and produced goods for each type of factory/mine/consumer etc
  • Building Mode: scale step, grid size and stats settings are now persistent
UI
  • Added a hint about cooling the hyperspace engine by boosting
  • Added "Transfer All" context menu entry to move stacks of items between player and alliance inventory
  • You can now interact with Ships and Stations while in Strategy Mode
  • Building Mode: when more than the selected blocks would be deleted, those additional blocks are now highlighted
Scripting API
  • Added resetHyperspaceCalculation() function to Player
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 several issues in missions and scripts
  • [UBR] Fixed an issue where the research UI scrolled to the top when researching
  • Fixed an issue in procure, restock and trade operation where they couldn't be started as an alliance if the player didn't have enough money
  • [UBR] Fixed an issue where the ship list in the Galaxy Map started rapidly scrolling while holding down the shift key
  • Fixed an issue where fighters continued attacking a target even when relations changed to friendly
  • Fixed two occurrences of wrong sector coordinate arguments in error messages
  • [UBR] Fixed an issue where resources could be dropped in the wrong location when using legendary salvaging lasers
  • Fixed an issue where the tracked mission was displayed in Building Mode, overlapping with craft stats
  • [UBR] Fixed an issue where ships on mine operations could appear in cultist sectors
  • Fixed several possible script crashes
  • [UBR] Fixed an issue where changing the ship class made the ship name disappear in Strategy Mode sector overview
  • [UBR] Fixed an issue where manual and autopilot jump routes could conflict with each other
  • Fixed an issue with localization of mission descriptions on the bulletin board
  • [UBR] Mobile variants of stations now have correct titles in their shop windows
  • [UBR] Fixed an issue where boarded ships could not be repaired at repair docks
  • [UBR] Fixed an issue where pressing Tab to switch between player and ship window didn't work in the Torpedoes tab
  • [UBR] Fixed an issue where "A lost friend" mission could cause reputation loss with faction
  • [UBR] Encyclopedia: turret factory is no longer listed as a consumer
  • [UBR] Fixed several issues in french localization that caused problems in procure operations, crew board and mod window
  • Fixed a crash when starting a dialog with the adventurer
Avorion - Philipp
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 lost friend" mission now includes the captain's primary class in the bulletin
  • Family, Commune and Cavaliers ships can now appear in sectors
Balancing
  • Procure Operation: tuned additional time required
    • Instead of a 1.5mill threshold adding +45min it's now a 750k threshold adding +20 min
  • Mining Operation: greatly increased impact of discovered asteroid fields on area efficiency and yield
  • The pirates in the first encounter in "investigate missing freighters" mission are no longer insanely beefy
Client
  • Added encyclopedia articles for goods that list the stations where they can be bought and sold
  • Added encyclopedia articles for productions that list ingredients and produced goods for each type of factory/mine/consumer etc
  • Added search function to encyclopedia
  • Building Mode: scale step, grid size and stats settings are now persistent
UI
  • Added "Transfer All" context menu entry to move stacks of items between player and alliance inventory
  • You can now interact with Ships and Stations while in Strategy Mode
  • Building Mode: when more than the selected blocks would be deleted, those additional blocks are now highlighted
Scripting API
  • Added resetHyperspaceCalculation() function to Player
Bugfixes
"Bug fixes marked with [UBR] are from user bug reports. Thank you very much for reporting and keep it up! :)"
  • Fixed several small issues in missions and scripts
  • [UBR] Fixed an issue where manual and autopilot jump routes could conflict with each other
  • Fixed an issue with localization of mission descriptions on the bulletin board
  • [UBR] Mobile variants of stations now have correct titles in their shop windows
  • [UBR] Fixed an issue where boarded ships could not be repaired at repair docks
  • [UBR] Fixed an issue where pressing Tab to switch between player and ship window didn't work in the Torpedoes tab
  • [UBR] Fixed an issue where "A lost friend" mission could cause reputation loss with faction
  • [UBR] Encyclopedia: turret factory is no longer listed as a consumer
  • [UBR] Fixed several issues in french localization that caused problems in procure operations, crew board and mod window
  • Fixed a crash when starting a dialog with the adventurer

As you might have noticed, we didn't set 2.0.8 live on the Default branch. This is because there were some small new issues with it. The fixes made it into this 2.0.9 patch.
Avorion - Philipp
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
  • Some missions on bulletin boards are now only available in certain distances from the center of the galaxy
  • Captains now return to the sector they started in upon completing a scout, refine, procure, sell, expedition or restock operation
  • Trade contracts are now based on the revealed sectors of the area they are started in
  • Various error messages that contain sector coordinates now show a ping on the map and can be clicked
Client
  • Trading goods floating around in the sector now have prettier and distinct models
UI
  • Added a hint about cooling the hyperspace engine by boosting
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 several issues in missions
  • Fixed an issue in procure, restock and trade operation where they couldn't be started as an alliance if the player didn't have enough money
  • [UBR] Fixed an issue where the ship list in the Galaxy Map started rapidly scrolling while holding down the shift key
  • Fixed an issue where fighters continued attacking a target even when relations changed to friendly
  • Fixed two occurrences of wrong sector coordinate arguments in error messages
  • [UBR] Fixed an issue where resources could be dropped in the wrong location when using legendary salvaging lasers
  • Fixed an issue where the tracked mission was displayed in Building Mode, overlapping with craft stats
  • [UBR] Fixed an issue where ships on mine operations could appear in cultist sectors
  • Fixed several possible script crashes
  • [UBR] Fixed an issue where changing the ship class made the ship name disappear in Strategy Mode sector overview
  • [UBR] Fixed an issue where the research UI scrolled to the top when researching
Avorion - Philipp
After performing well on the beta branch, patch 2.0.7 is now live on default!

Gameplay
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here now for the sake of completion."
  • Added possibility to repeat the dialog with a wreckage in "A lost friend"
  • Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
  • Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
  • Mining/Salvaging ships now return to the sector they were sent away from upon return
Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."
  • Procure command now takes more time when very large amounts of a single good are bought
    • Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
    • Threshold ¢1.500.000 at the outer edge, ¢30.000.000 at the core
    • Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)
UI
  • Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
  • Shortened German translation of label in scout command UI for better alignment
  • When under attack, the map now shows the name of the attacked station or ship
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 a crash in dedicated server tool UI
  • [UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
  • [UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
  • Fixed some script crashes in scout command
  • Fixed in-sector orders sometimes not longer being persistent over restart
  • Fixed an issue where strategy mode buttons weren't working properly
  • [UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
  • [UBR] Fixed an issue with Commodore captains and the “careful” trait
  • [UBR] Fixed an issue where operation exodus would give an invalid code fragment
  • The cavaliers mission “Protect the Transport” can now handle dialog partners being killed during dialog
  • [UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
  • [UBR] Fixed several issues in investigate missing freighters mission
    • The mission can no longer send player to the other side of the barrier
    • Player now needs to dock to the station to receive potatoes
  • Fixed an issue with crew strikes
  • Fixed an issue in torpedo introduction mission if player had already started it in an old version
  • [UBR] Fixed a script crash in player profile
  • [UBR] Fixed a crash in Strategy Mode
  • [UBR] Added offset in captain's certificate to account for difference in shown vs actual level
  • [UBR] Orderchain is now cleared on relog if an invalid order is contained
  • [UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
  • [UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
  • [UBR] Fixed an issue where captains had a size of four instead of two crew members
  • [UBR] Fixed an issue where some bosses won’t spawn if a player switches to ship instead of jumping in themselves
  • [UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
  • [UBR] Factions can no longer have none coaxial weapons with coaxial in their name
  • [UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
  • [UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
  • [UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
  • [UBR] Fixed an out of memory crash
  • [UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
  • [UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
  • [UBR] Fixed an issue where Scout command didn't uncover some sectors
  • Fixed an issue where final exodus beacon's indicator was visible in building UI
  • [UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
  • [UBR] Fixed an issue where auto turrets were reset when scaling the ship
  • [UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
  • [UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
  • [UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared
  • [UBR] Fixed an issue where the boxes displaying the amount of cargo to dump did not scroll
  • [UBR] Fixed an issue that led to AI ships attacking gates
  • [UBR] Fixed an issue where prices of subsystems could overflow
  • [UBR] Fixed and issue where the name of one color in the building menu was not displayed
  • [UBR] Fixed an issue in Trade Contract where captain perks could reduce time of flight too much
  • [UBR] Fixed an issue where generation of captains' perks wasn't deterministic, leading to other captains being received in the captain mission than displayed in their certificate
  • Fixed an issue where obsolete or destroyed ships could be selected on the galaxy map
  • Fixed several issues in bounty hunt mission, captain mission and a family storyline mission
  • [UBR] Fixed an issue where camera didn't properly reset when exiting Strategy Mode
  • [UBR] Fixed an issue where blueprint filtering in turret factory didn't properly reset when changing tabs
Avorion - koonschi
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
"Some of the changes and bugfixes in this update were already introduced on the default branch, but are listed here as well for the sake of completion."
  • Added possibility to repeat the dialog with a wreckage in "A lost friend"
  • Player now starts with 3 Turrets named exactly the same as hint suggests into tutorial to avoid confusion
  • Mining/Salvaging carriers now need proper working fighter/squad/pilot configurations to get full yields on Mining/Salvaging Operations
  • Mining/Salvaging ships now return to the sector they were sent away from upon return
Balancing
"We're adjusting the Procurement Contract a little to base it more on reality when procuring large amounts of goods. Right now it's possible to very quickly procure huge amounts of goods, that would never be available in some regions. We'll keep an eye on the numbers and will be adjusting when they don't feel right."
  • Procure command now takes more time when very large amounts of a single good are bought
    • Once a certain threshold of value (per single good) is reached, it takes +45min per time the threshold is overstepped
    • Threshold ¢1.500.000 at the outer edge, ¢30.000.000 at the core
    • Threshold is still always at least 100 of a single good (in case you enjoy procuring Mining Robots or Accelerators)
UI
  • Xsotan artifacts II and V now say "arbitrary" instead of "armed or unarmed"
  • Shortened German translation of label in scout command UI for better alignment
  • When under attack, the map now shows the name of the attacked station or ship
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 a crash in dedicated server tool UI
  • [UBR] Fixed an issue where Building Knowledge wasn't properly dropped in multiplayer
  • [UBR] Fixed an issue where trader in black market mission got destroyed too fast to safe them
  • Fixed some script crashes in scout command
  • Fixed in-sector orders sometimes not longer being persistent over restart
  • Fixed an issue where strategy mode buttons weren't working properly
  • [UBR] Smuggler Hideouts now handle missions and captains the same way as the Smuggler's Markets do
  • [UBR] Fixed an issue with Commodore captains and the “careful” trait
  • [UBR] Fixed an issue where operation exodus would give an invalid code fragment
  • The cavaliers mission “Protect the Transport” can now handle dialog partners being killed during dialog
  • [UBR] Fixed an issue in AI mission where player couldn't find AI again after they were destroyed by it
  • [UBR] Fixed several issues in investigate missing freighters mission
    • The mission can no longer send player to the other side of the barrier
    • Player now needs to dock to the station to receive potatoes
  • Fixed an issue with crew strikes
  • Fixed an issue in torpedo introduction mission if player had already started it in an old version
  • [UBR] Fixed a script crash in player profile
  • [UBR] Fixed a crash in Strategy Mode
  • [UBR] Added offset in captain's certificate to account for difference in shown vs actual level
  • [UBR] Orderchain is now cleared on relog if an invalid order is contained
  • [UBR] Saved Designs auto save now checks if folder is write-accessible before trying to save to it, giving an error message if not
  • [UBR] Only 1/3 of resources delivered during a resource shortage are added to the stock of the station now to avoid exploit by instantly rebuying for a better price
  • [UBR] Fixed an issue where captains had a size of four instead of two crew members
  • [UBR] Fixed an issue where some bosses won’t spawn if a player switches to ship instead of jumping in themselves
  • [UBR] Fixed an issue where dialogs were interrupted after loading screen leading to missions being stuck
  • [UBR] Factions can no longer have none coaxial weapons with coaxial in their name
  • [UBR] Fixed an issue where turrets' autofire states were reset after scaling the ship
  • [UBR] Fixed autopiloted ships trying to boost to target position and immediately stopping again
  • [UBR] Trade and procure commands now show error if ship has no cargo bay and doesn't allow to press start
  • [UBR] Fixed an out of memory crash
  • [UBR] Fixed an issue where ships would stand still while mining/salvaging while their defensive turrets were firing
  • [UBR] Fixed an issue where a pirate in the bounty hunt mission wasn't properly registered as a friend during a dialog
  • [UBR] Fixed an issue where Scout command didn't uncover some sectors
  • Fixed an issue where final exodus beacon's indicator was visible in building UI
  • [UBR] Fixed an issue where sell command UI was filled wrongly when reinspecting configuration of a sent-away ship
  • [UBR] Fixed an issue where auto turrets were reset when scaling the ship
  • [UBR] Fixed an issue where "Damage" property was wrongly compared in tooltips
  • [UBR] Fixed an issue where building stats configuration would stay open when closing Build Mode
  • [UBR] Fixed an issue where some UI grid selections didn't scroll back up when cleared
Avorion - Cepheni
We’re incredibly happy to announce that Avorion is now finally ready to have another version increase! With update 2.0 we bring you a ton of Quality of Life improvements. We have streamlined several features and massively improved the UI! We’re absolutely thrilled about this update and hope that you are, too!
Thank you for buying Avorion, supporting us and for helping us make this game better and better!


New Progression
With this update we’re introducing a new experience that makes the game a ton more fun. The new progression keeps players on their toes, challenging them in a new way and encouraging them to try new things.

Instead of being able to build everything right from the get go, the new system requires you to build with the materials at hand and limits the processing power and size a ship can have. To unlock the next material you have to acquire the building knowledge for it. This can be done by either fighting a boss or a difficult pirate encounter, or, if you’re not the fighting type, it can be bought at Shipyards.

With this you can experience the game in a new way! Explore regions and their materials and learn how to use their advantages to build the perfect ship to overcome the next challenges.



And if we weren’t able to convince you - you can simply go back to the old system and play the game in the new Classic mode, too!

Captains, Commands and Crew Improvements
Our old captains got some love with this update. They now have personalities, perks and quirks and are much more autonomous. Instead of having to click a ton to set up a good mining route, you can now simply make a contract with your captain. You tell them where to go and which ships to take as an escort, and they will handle everything around it. From finding the sectors with asteroids to refining the collected ores, and regularly sending you their yields, everything will be taken care of.
Of course, we’ve done that not only for mining. The new commands include everything necessary to live a comfortable life in the galaxy, such as trading, scouting and even traveling long distances!



With the introduction of the captains we’ve also reworked how the crew in general works. In short - you now need less crew, but can over-assign posts to achieve up to 200 % efficiency! And you no longer need to hire higher ranked crew members, as your crew automatically promotes crew members as soon as higher officers are needed. This should make finding enough crew for your awesome battleship much easier!

Player Profile
To keep better track of what you’ve achieved on your playthrough, we added a new Player Profile section. In this section you get an overview of all the things you can do in Avorion. We hope that you’ll have just as much fun unlocking the milestones as we do!



Fighters
We’ve rebalanced fighters and among several changes to their stats we’ve also improved their overall gameplay feel. With improvements to their AI, pilots now staying on the ship and not getting lost if the fighter is destroyed and fighter production having been reworked (both in cost and time), the carrier playstyle will feel much more viable now.
Additionally squads now get one overall squad skin, so that all fighters within a squad have the same look. This also means that the game performance around fighters is much better!

Hyperspace engine
The hyperspace engine got lots of love as well. In short, your hyperspace engine will now charge before the jump and can even do several consecutive jumps without having to reopen the map every time! Additionally, hyperspace jumps need much less energy in total now and with the new animation and sound they feel a lot smoother.



Autopilot
And last but not least, the universally most wished feature is here! Every ship is now equipped with a powerful autopilot that can do menial in-sector tasks for you. Docking to a station, flying somewhere, mining or salvaging, repairing or attacking ships, … Give the order and lean back while your ship does all the work!

This is only a small selection of what is actually contained in the new update. For full details check out the final patchnotes for Update 2.0
...