It's time for the economy update! We're proud to present a lot of improvements to the economy and production chains of Avorion!
Station Building
You can now build nearly all stations, including Shipyards, Repair Docks, Turret Factories, Equipment Docks and many more! The owners of these stations get a 20% tax of the income of these stations, as well as cheaper prices!
Player Trading
Players will now be able to actually trade with each other, allowing them to set their offers and then accept them, instead of having to write mails and hoping that the other player will respond.
Cargo Shuttles
In order to keep your production chains running, we've now added cargo shuttles to the range of features! You can buy cargo shuttles and configure your stations to either deliver their goods to other stations or fetch required production components from other stations, be it AI stations or your own.
Fully Configurable Factories
In addition to cargo shuttles, you can now configure the price margin for your factories, which will directly influence the amount of traders that will either buy or sell their goods there. Factories can also be told to actively request trading ships to deliver goods to them or buy products when your factories' cargo bays are full.
Rebalanced Economy & Factories
With the economy update, we've also overhauled all production chains to make sure they're all profitable over time. Additionally, factory and station costs have been drastically reduced to be profitable. Life on a station is way less dangerous than on a space ship that might fly into battle or asteroids, so your station's crew shouldn't ask for that money, right? You'll also like to hear that some derpy AI cargo ship pilots will now get docking assistance through tractor beams.
Reworked Chat Window
We've made some big improvements to the Chat Window! You can now (finally) scroll in the chat window, and we've also added more channels that you can select and filter by, so that you can keep an overview of all the things that are going on.
Crew Transports
In order to ease building of huuuuuuge space ships we've added a nice little comfort feature: At every station where you can hire crew, if your relations are good enough, you can request transports for huge amounts (300 or more) of crewmen, that will instantly crew your entire ship. No more flying from station to station just to get that battleship going.
Lots of Quality of Life Changes & More!
Apart from the above changes, we've added tons and tons of other small improvements: Much better performance during fights and building, improved UI, more events and many more. If you'd like to check out the full patchnotes, we've collected them here (it's a long read though!):
It's time for the economy update! We're proud to present a lot of improvements to the economy and production chains of Avorion!
Station Building
You can now build nearly all stations, including Shipyards, Repair Docks, Turret Factories, Equipment Docks and many more! The owners of these stations get a 20% tax of the income of these stations, as well as cheaper prices!
Player Trading
Players will now be able to actually trade with each other, allowing them to set their offers and then accept them, instead of having to write mails and hoping that the other player will respond.
Cargo Shuttles
In order to keep your production chains running, we've now added cargo shuttles to the range of features! You can buy cargo shuttles and configure your stations to either deliver their goods to other stations or fetch required production components from other stations, be it AI stations or your own.
Fully Configurable Factories
In addition to cargo shuttles, you can now configure the price margin for your factories, which will directly influence the amount of traders that will either buy or sell their goods there. Factories can also be told to actively request trading ships to deliver goods to them or buy products when your factories' cargo bays are full.
Rebalanced Economy & Factories
With the economy update, we've also overhauled all production chains to make sure they're all profitable over time. Additionally, factory and station costs have been drastically reduced to be profitable. Life on a station is way less dangerous than on a space ship that might fly into battle or asteroids, so your station's crew shouldn't ask for that money, right? You'll also like to hear that some derpy AI cargo ship pilots will now get docking assistance through tractor beams.
Reworked Chat Window
We've made some big improvements to the Chat Window! You can now (finally) scroll in the chat window, and we've also added more channels that you can select and filter by, so that you can keep an overview of all the things that are going on.
Crew Transports
In order to ease building of huuuuuuge space ships we've added a nice little comfort feature: At every station where you can hire crew, if your relations are good enough, you can request transports for huge amounts (300 or more) of crewmen, that will instantly crew your entire ship. No more flying from station to station just to get that battleship going.
Lots of Quality of Life Changes & More!
Apart from the above changes, we've added tons and tons of other small improvements: Much better performance during fights and building, improved UI, more events and many more. If you'd like to check out the full patchnotes, we've collected them here (it's a long read though!):
The economy update is here! In this patch, we've reworked factories, stations and a lot of things that have to do with economy. Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation!
Gameplay
"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
Predictable Crew: Hireable crew is more dependent on the type of station
Event: Resource Depots request delivery of a specific resource
Player ships can now be transferred to the alliance (no taksies backsies though!)
Added trading between players
Players can now trade money, resources, items and relation improvements
AI trading ships are now pulled towards/pushed away from docks with a tractor beam
AI trading ships avoid occupied docks
When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
Fulfilling delivery missions now improves relations
Stations can now hire crews from themselves
Added a requestable crew transport that delivers an entire crew to the ship that requested it
Stations can now hire crews from themselves
Economy
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
Added cargo shuttles
Cargo shuttles can be bought at equipment docks
Custom cargo shuttles can be built at a fighter factory
Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
Factories can be configured to request traders when they are full or run out of ingredients
Factory production time is influenced by value of the production and the production capacity
Factory station extensions now add production blocks
Rebalanced several goods and production chains to avoid completely over/underpowered factories
Crew payment is now only a third of what it used to be, matches with shown pay now
More secure stations
Stations require less repair crew
Station crew payment reduced by 75%
Relations to AI factions can now be worsened in diplomacy tab for players and alliances
Added new factories: Coal Mine and Oil Rig
Hangar starting positions now always stick out 150 meters over the bounding box of the craft
The spawning of traders now depends on the prices set at factories
Low prices: More traders that like to buy
High prices: More traders that like to sell
Missing ranking officers no longer prevent players from buying crew
Instead, morale drops over time
In turret factories, independent targeting can now be enabled with Targeting Systems
Factories can now be upgraded in their config menu
Station Building
Players can now found the following stations, too:
Biotope
Casino
Habitat
Equipment Dock
Fighter Factory
Research Station
Resource Depot
Smuggler's Market
Trading Post
Turret Factory
Military Outpost
Shipyard
Repair Dock
Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
Balancing
Reduced amount of reputation loss when smuggling by 50%
Biotope buys plants now
Crew leaves the ship only after 30 minutes of 0 morale, instead of 10 minutes
Missing ranking officers only affect morale after 20 minutes, instead of 10
Loyal Officers: Officers are no longer influenced by morale (but will still leave the ship when morale is 0 for too long.)
Interaction distance for ships is now 500m instead of 200m
Graphics
Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
Reduced blue tint for shield effect
UI
"We've reworked the way the chat window works, apart from that, you'll mostly see quality of life changes in this section."
Reworked chat window
Added filters for different channels
Added a scroll bar for the last few hundred messages
Added tooltips to mission exclamation marks on the galaxy map
Added an icon to show when bulletin boards have missions
Improved names of stations in delivery missions
Fighters that are unable to land make an error message pop up at the top of the screen
Energy usage of energy weapons is now also visible when they're not firing
Automatically create new squad if there is no free slot when transfering fighters
If there is a free slot in a non-adjacent squad it is used first
Added description of relations to sector-controlling faction to galaxy map tooltip
Lost fighters without motherships can now be collected by other ships of the same faction
Added a hint for rearranging energy system priorities
Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
Removed own playername from dropdown menu when writing an email
Items marked as "trash" are now at the end inventory lists
Improved visibility of the trash icon
Trading routes between player stations are now detected
Added a warning when a new key binding is already bound to another key
Removed a few outdated hints
Increased amount of UI background threads to 4
Added several more loading screen tips concerning building and crew
Added warnings depending on the available amount of vram
Added a hint for pressing ALT to select attachment block for templates
Tabbing through textboxes in multiple places works as intended now
Auto-save of builds in build mode can be turned on/off
When a local dedicated server is started, singleplayer button gets disabled
Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
Collected all (potential) good trading windows in one "Trade Goods" window
Mines no longer have 2 separate options "Buy/Sell" and "Sell"
Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
Added ship problem messages for low morale and missing ranking officers
Added warning icons for crew issues to crew tab
The block size of the normal place block brush in building mode is now persistent
Added processing power display to ship stats
Changed "Press space to jump..." to "Tap space..." in tutorial for improved clarity
Client
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
Improved printing of GL errors
Added new MessageBoxes that work on Linux as well
Added a check for crashes at startup
Improved compatibility for older GPUs
Added lots of new loading screen tips
Added some Sci-Fi and actual science trivia to loading screen tips
Improved full-screen resolutions for computers with multiple, varying size displays
Improved handling mouse and windows for computers with UI scaling enabled
Performance Tuning
Collision data in building mode is now calculated asynchronically for better performance while building
Improved performance of building stats preview when placing/removing a block
Auto-saving of ships is now done asynchronically for better performance
Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
Improved network and client performance when removing multiple blocks
Server
Fixed an issue where /run would command not work with normal statements
Added a devMode setting to server.ini
Fighter minimum production limit is 5 seconds instead of 60
No hyperspace restrictions
entitydbg.lua script is attached by default to nearly all entities
Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
Scripted server commands appear in /help overview now
Improved formatting of /help command output
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
Added a value to server.ini to restrict the maximum amount of blocks for player crafts
Added values to server.ini to restrict the maximum amount of volume for player ships and stations
Added values to server.ini to restrict the maximum amount of player ships and stations
Misc
Improved accuracy of fighter-to-station distance calculation
Added some minor bugs
When a non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
Massively improved generated Documentation
Parameter names are added correctly
Return value types are added correctly
Added documentation for predefined scripts and their available functions
Added a setCheckedNoCallback() function to CheckBox
Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
Added ValueComboBox class that can save key-value pairs
FighterAI generates script-readable feedback about what it currently does
Added a function startFighter() to start a single fighter
Added a new AI state to make a fighter fly to a specific location
FighterType of FighterTemplate is now accessible
Added entity and entityId properties to Components
entitydbg.lua can now spawn and transform factories
Added checks to FighterController if a fighter can start
Added a StartError enum
Added reference to Owner component
Added Hangar and Fighter script callbacks
Added a flag to Hangar to check if it's currently producing
Added a BlockStatistics class
Added Assembly, BlackBox and Gyro BlockType enum values
Added a Hangar():clear() function
Added a Selection.entriesHighlightable property
Components can now be constructed with a string, similar to Entity, or with their Entity
Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
Added a Format class that can be used for translatable money transaction descriptions
Added reference to DockingPositions component
Matrix now supports in-place transformation of vectors (less allocations, better performance)
ShipProblems HUD is now accessible through scripts
Fixed some default components being missing to entities created via Sector():createObject()
Fixed wrong documentation in several callbacks
getMissionLocation() can now return more than 2 coordinate values
See documentation for details
Added a class GameSettings() for access to the server and game settings
Added properties to access the ships and stations of a player or alliance
Reenabled client IO and OS libraries with security checks in place
Client-sided IO can only write to the %appdata% path
Added an Entity function to wait for async work
Fixed a crash when registering a new script interaction during an ongoing script interaction
Server no longer returns non-initialized players in getOnlinePlayers() function
When AttackState is set to attack an entity without a plan it switches to its parent or no target
Caption of windows can be read out now
Tabs in tabbed windows can now be moved all the way to the right
Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
Added an option to enable word-breaking in Label class
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
Added several ReadOnlyXXX classes
Added an updateParallelRead() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, access to all entities is granted, but only through ReadOnly classes
Added an updateParallelSelf() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, only access to the own entity and the ReadOnlySector() is allowed
In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
updateParallelRead() is executed before updateParallelSelf()
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
[UBR] Fixed an issue where repair beams were not penetrating shields
[UBR] Fixed an issue where shield damage updates would cause lots of network traffic
[UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
[UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
[UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
[UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
Fixed lots of GL/graphics/display issues
[UBR] Fixed an issue where it wasn't possible to fully repair ships
[UBR] Fixed object detector not detecting Exodus mission beacons
[UBR] Fixed insurance mails being sent for 0 credits
[UBR] Fixed craft stats showing number of members instead of workforce
[UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
[UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
[UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
Fixed an issue where /run would command not work with normal statements
Fixed an issue where mail window would create unnecessary network traffic
Fixed an issue in turret factory that having stolen cargo would give turrets for a very cheap price without goods
[UBR] Military outpost has a welcome text as well now
Fixed an issue where some freighters had no engines
Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
[UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
[UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
[UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
[UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
[UBR] Fixed an issue where borders of inventory selections were resetting
Fixed an issue where data packages for the player would sometimes get discarded during loading screen
[UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
[UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
[UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
Fixed error message argument in smuggler's market
Fixed a few spelling errors
Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
Fixed a few script documentation issues
[UBR] Fixed an issue where transforming a block would also change its color
[UBR] Fixed an issue with the display of atmospheric fog on Intel devices
[UBR] Fixed an issue with the display of point sprites
[UBR] Fixed an issue where items would only be picked up on the server
[UBR] Fixed an issue with error sending in fighter factory
[UBR] Fixed an issue with jittering of fighters with very high agility
[UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
[UBR] Fixed an issue with wrong prices in trading after selling or buying goods
[UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
[UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
Fixed an issue that could lead to overflow in faction payments
Fixed overheating displayer showing black bars instead of yellow/orange
[UBR] Fixed damage going down for some turrets in turret factory
[UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
[UBR] Fixed a crash during building when selecting to show only one block type
[UBR] Fixed an issue where player ships would not be able to strafe after docking
[UBR] Fixed an issue where hangar door visuals would remain after transformation of a hangar block into another block type
[UBR] Fixed several issues with the building stats diff view
[UBR] Fixed an issue where transformation brush would not create a preview for changed stats
[UBR] Fixed an issue where homing missiles assigned to unoccupied seats didn't seek the target selected by the first pilot
[UBR] Fixed an issue where cultists would only attack one disturbing player
[UBR] Fixed an issue where negative numbers would appear in scientific notation
[UBR] Fixed an issue with stats diff in building mode after pressing Ctrl Z, Ctrl Y or when transforming a block
[UBR] Fixed mining and salvaging lasers being able to just "tag" a target to get full resources on destruction
Fixed a crash with /help command
[UBR] Fixed AI stations (mostly shipyards and repair docks) decaying
[UBR] Fixed an issue with factory configuration for buying/selling from others always resetting to true
[UBR] Fixed an issue where cargo in ships or factories would not be recognized by the UI
[UBR] Resolved multiple issues with GL initialization and GLEW
Fixed an issue where fighters could lead to a black screen
[UBR] Fixed a crash when crafts change and their stats had to be updated
[UBR] Fixed an issue where "Collect Lost Fighters" button wouldn't work
[UBR] Fixed a few inaccuracies with crew requirements
[UBR] Fixed an issue where rifts and faction territory weren't displayed around the player's location
[UBR] Fixed an issue where hyperspace countdown was out of sync with server
[UBR] Fixed an issue where the ship systems tab showed the requirement for unlocking two more slots instead of one
[UBR] Fixed an issue that led to hologram blocks not being able to be merged
[UBR] Fixed an issue where noble metal mines were displayed more than once
[UBR] Fixed an issue where player-to-player damage was wrongly enabled for alliance ships
Fixed an issue where alliance ships wouldn't be able to always interact with their player stations and vice versa
Fixed an issue where ships and stations wouldn't be able to "dock" with themselves
The economy update is here! In this patch, we've reworked factories, stations and a lot of things that have to do with economy. Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation!
Gameplay
"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
Predictable Crew: Hireable crew is more dependent on the type of station
Event: Resource Depots request delivery of a specific resource
Player ships can now be transferred to the alliance (no taksies backsies though!)
Added trading between players
Players can now trade money, resources, items and relation improvements
AI trading ships are now pulled towards/pushed away from docks with a tractor beam
AI trading ships avoid occupied docks
When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
Fulfilling delivery missions now improves relations
Stations can now hire crews from themselves
Added a requestable crew transport that delivers an entire crew to the ship that requested it
Stations can now hire crews from themselves
Economy
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
Added cargo shuttles
Cargo shuttles can be bought at equipment docks
Custom cargo shuttles can be built at a fighter factory
Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
Factories can be configured to request traders when they are full or run out of ingredients
Factory production time is influenced by value of the production and the production capacity
Factory station extensions now add production blocks
Rebalanced several goods and production chains to avoid completely over/underpowered factories
Crew payment is now only a third of what it used to be, matches with shown pay now
More secure stations
Stations require less repair crew
Station crew payment reduced by 75%
Relations to AI factions can now be worsened in diplomacy tab for players and alliances
Added new factories: Coal Mine and Oil Rig
Hangar starting positions now always stick out 150 meters over the bounding box of the craft
The spawning of traders now depends on the prices set at factories
Low prices: More traders that like to buy
High prices: More traders that like to sell
Missing ranking officers no longer prevent players from buying crew
Instead, morale drops over time
In turret factories, independent targeting can now be enabled with Targeting Systems
Factories can now be upgraded in their config menu
Station Building
Players can now found the following stations, too:
Biotope
Casino
Habitat
Equipment Dock
Fighter Factory
Research Station
Resource Depot
Smuggler's Market
Trading Post
Turret Factory
Military Outpost
Shipyard
Repair Dock
Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
Balancing
Reduced amount of reputation loss when smuggling by 50%
Biotope buys plants now
Crew leaves the ship only after 30 minutes of 0 morale, instead of 10 minutes
Missing ranking officers only affect morale after 20 minutes, instead of 10
Loyal Officers: Officers are no longer influenced by morale (but will still leave the ship when morale is 0 for too long.)
Interaction distance for ships is now 500m instead of 200m
Graphics
Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
Reduced blue tint for shield effect
UI
"We've reworked the way the chat window works, apart from that, you'll mostly see quality of life changes in this section."
Reworked chat window
Added filters for different channels
Added a scroll bar for the last few hundred messages
Added tooltips to mission exclamation marks on the galaxy map
Added an icon to show when bulletin boards have missions
Improved names of stations in delivery missions
Fighters that are unable to land make an error message pop up at the top of the screen
Energy usage of energy weapons is now also visible when they're not firing
Automatically create new squad if there is no free slot when transfering fighters
If there is a free slot in a non-adjacent squad it is used first
Added description of relations to sector-controlling faction to galaxy map tooltip
Lost fighters without motherships can now be collected by other ships of the same faction
Added a hint for rearranging energy system priorities
Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
Removed own playername from dropdown menu when writing an email
Items marked as "trash" are now at the end inventory lists
Improved visibility of the trash icon
Trading routes between player stations are now detected
Added a warning when a new key binding is already bound to another key
Removed a few outdated hints
Increased amount of UI background threads to 4
Added several more loading screen tips concerning building and crew
Added warnings depending on the available amount of vram
Added a hint for pressing ALT to select attachment block for templates
Tabbing through textboxes in multiple places works as intended now
Auto-save of builds in build mode can be turned on/off
When a local dedicated server is started, singleplayer button gets disabled
Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
Collected all (potential) good trading windows in one "Trade Goods" window
Mines no longer have 2 separate options "Buy/Sell" and "Sell"
Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
Added ship problem messages for low morale and missing ranking officers
Added warning icons for crew issues to crew tab
The block size of the normal place block brush in building mode is now persistent
Added processing power display to ship stats
Changed "Press space to jump..." to "Tap space..." in tutorial for improved clarity
Client
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
Improved printing of GL errors
Added new MessageBoxes that work on Linux as well
Added a check for crashes at startup
Improved compatibility for older GPUs
Added lots of new loading screen tips
Added some Sci-Fi and actual science trivia to loading screen tips
Improved full-screen resolutions for computers with multiple, varying size displays
Improved handling mouse and windows for computers with UI scaling enabled
Performance Tuning
Collision data in building mode is now calculated asynchronically for better performance while building
Improved performance of building stats preview when placing/removing a block
Auto-saving of ships is now done asynchronically for better performance
Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
Improved network and client performance when removing multiple blocks
Server
Fixed an issue where /run would command not work with normal statements
Added a devMode setting to server.ini
Fighter minimum production limit is 5 seconds instead of 60
No hyperspace restrictions
entitydbg.lua script is attached by default to nearly all entities
Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
Scripted server commands appear in /help overview now
Improved formatting of /help command output
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
Added a value to server.ini to restrict the maximum amount of blocks for player crafts
Added values to server.ini to restrict the maximum amount of volume for player ships and stations
Added values to server.ini to restrict the maximum amount of player ships and stations
Misc
Improved accuracy of fighter-to-station distance calculation
Added some minor bugs
When a non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
Massively improved generated Documentation
Parameter names are added correctly
Return value types are added correctly
Added documentation for predefined scripts and their available functions
Added a setCheckedNoCallback() function to CheckBox
Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
Added ValueComboBox class that can save key-value pairs
FighterAI generates script-readable feedback about what it currently does
Added a function startFighter() to start a single fighter
Added a new AI state to make a fighter fly to a specific location
FighterType of FighterTemplate is now accessible
Added entity and entityId properties to Components
entitydbg.lua can now spawn and transform factories
Added checks to FighterController if a fighter can start
Added a StartError enum
Added reference to Owner component
Added Hangar and Fighter script callbacks
Added a flag to Hangar to check if it's currently producing
Added a BlockStatistics class
Added Assembly, BlackBox and Gyro BlockType enum values
Added a Hangar():clear() function
Added a Selection.entriesHighlightable property
Components can now be constructed with a string, similar to Entity, or with their Entity
Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
Added a Format class that can be used for translatable money transaction descriptions
Added reference to DockingPositions component
Matrix now supports in-place transformation of vectors (less allocations, better performance)
ShipProblems HUD is now accessible through scripts
Fixed some default components being missing to entities created via Sector():createObject()
Fixed wrong documentation in several callbacks
getMissionLocation() can now return more than 2 coordinate values
See documentation for details
Added a class GameSettings() for access to the server and game settings
Added properties to access the ships and stations of a player or alliance
Reenabled client IO and OS libraries with security checks in place
Client-sided IO can only write to the %appdata% path
Added an Entity function to wait for async work
Fixed a crash when registering a new script interaction during an ongoing script interaction
Server no longer returns non-initialized players in getOnlinePlayers() function
When AttackState is set to attack an entity without a plan it switches to its parent or no target
Caption of windows can be read out now
Tabs in tabbed windows can now be moved all the way to the right
Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
Added an option to enable word-breaking in Label class
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
Added several ReadOnlyXXX classes
Added an updateParallelRead() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, access to all entities is granted, but only through ReadOnly classes
Added an updateParallelSelf() Entity script function
This function will be updated in parallel with other functions of the same name
In this function, only access to the own entity and the ReadOnlySector() is allowed
In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
updateParallelRead() is executed before updateParallelSelf()
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
[UBR] Fixed an issue where repair beams were not penetrating shields
[UBR] Fixed an issue where shield damage updates would cause lots of network traffic
[UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
[UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
[UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
[UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
Fixed lots of GL/graphics/display issues
[UBR] Fixed an issue where it wasn't possible to fully repair ships
[UBR] Fixed object detector not detecting Exodus mission beacons
[UBR] Fixed insurance mails being sent for 0 credits
[UBR] Fixed craft stats showing number of members instead of workforce
[UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
[UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
[UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
Fixed an issue where /run would command not work with normal statements
Fixed an issue where mail window would create unnecessary network traffic
Fixed an issue in turret factory that having stolen cargo would give turrets for a very cheap price without goods
[UBR] Military outpost has a welcome text as well now
Fixed an issue where some freighters had no engines
Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
[UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
[UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
[UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
[UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
[UBR] Fixed an issue where borders of inventory selections were resetting
Fixed an issue where data packages for the player would sometimes get discarded during loading screen
[UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
[UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
[UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
Fixed error message argument in smuggler's market
Fixed a few spelling errors
Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
Fixed a few script documentation issues
[UBR] Fixed an issue where transforming a block would also change its color
[UBR] Fixed an issue with the display of atmospheric fog on Intel devices
[UBR] Fixed an issue with the display of point sprites
[UBR] Fixed an issue where items would only be picked up on the server
[UBR] Fixed an issue with error sending in fighter factory
[UBR] Fixed an issue with jittering of fighters with very high agility
[UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
[UBR] Fixed an issue with wrong prices in trading after selling or buying goods
[UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
[UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
Fixed an issue that could lead to overflow in faction payments
Fixed overheating displayer showing black bars instead of yellow/orange
[UBR] Fixed damage going down for some turrets in turret factory
[UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
[UBR] Fixed a crash during building when selecting to show only one block type
[UBR] Fixed an issue where player ships would not be able to strafe after docking
[UBR] Fixed an issue where hangar door visuals would remain after transformation of a hangar block into another block type
[UBR] Fixed several issues with the building stats diff view
[UBR] Fixed an issue where transformation brush would not create a preview for changed stats
[UBR] Fixed an issue where homing missiles assigned to unoccupied seats didn't seek the target selected by the first pilot
[UBR] Fixed an issue where cultists would only attack one disturbing player
[UBR] Fixed an issue where negative numbers would appear in scientific notation
[UBR] Fixed an issue with stats diff in building mode after pressing Ctrl Z, Ctrl Y or when transforming a block
[UBR] Fixed mining and salvaging lasers being able to just "tag" a target to get full resources on destruction
Fixed a crash with /help command
[UBR] Fixed AI stations (mostly shipyards and repair docks) decaying
[UBR] Fixed an issue with factory configuration for buying/selling from others always resetting to true
[UBR] Fixed an issue where cargo in ships or factories would not be recognized by the UI
[UBR] Resolved multiple issues with GL initialization and GLEW
Fixed an issue where fighters could lead to a black screen
[UBR] Fixed a crash when crafts change and their stats had to be updated
[UBR] Fixed an issue where "Collect Lost Fighters" button wouldn't work
[UBR] Fixed a few inaccuracies with crew requirements
[UBR] Fixed an issue where rifts and faction territory weren't displayed around the player's location
[UBR] Fixed an issue where hyperspace countdown was out of sync with server
[UBR] Fixed an issue where the ship systems tab showed the requirement for unlocking two more slots instead of one
[UBR] Fixed an issue that led to hologram blocks not being able to be merged
[UBR] Fixed an issue where noble metal mines were displayed more than once
[UBR] Fixed an issue where player-to-player damage was wrongly enabled for alliance ships
Fixed an issue where alliance ships wouldn't be able to always interact with their player stations and vice versa
Fixed an issue where ships and stations wouldn't be able to "dock" with themselves
The Terran Empire is on high alert. A mirror version of Captain Jean-Luc Picard has declared Emperor Spock unfit to rule the Empire. Together with Empress Sato, who has always schemed to reclaim the throne she once held, they sought to make an attempt on the Emperor’s life. But true to form, Sato has decided to betray her partner Picard by informing on him to Starfleet. The immediate threat to Spock must be dealt with. Will you protect Spock by working with Terran Empire authorities, secretly support overthrowing Spock alongside the Maquis, or help Section 31 manipulate both sides into weakening each other?
Event Name: Heavy Lies The Crown
Event Type: Galaxy Event Event Start: Thursday, 12/07 at Noon ET (17:00 UTC) Phase 1 End Time: Saturday, 12/09 at Noon ET (17:00 UTC) Event Finish: Monday, 12/11 at Noon ET (17:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N
• high bonus: event crew and Mirror Jean-Luc Picard • small bonus: variants of Reed, variants of Sato, variants of Dax, Zhian'tara Odo and all Mirror crew. Picard variants will NOT provide a bonus
Trait Addition
The trait Mirror Universe has been added to the game, and to the following crew: Mirror Uhura Mirror ‘Smiley’ O’Brien Mirror Regent Worf Mirror Intendant Kira Mirror Sisko Mirror Spock Mirror Phlox Mirror Bashir Mirror Garak Mirror Empress Sato Mirror T’Pol Mirror K’Ehleyr Mirror Jennifer Sisko Mirror Archer Mirror Ezri Tigan Mirror Kirk Mirror Tucker
The Terran Empire is on high alert. A mirror version of Captain Jean-Luc Picard has declared Emperor Spock unfit to rule the Empire. Together with Empress Sato, who has always schemed to reclaim the throne she once held, they sought to make an attempt on the Emperor’s life. But true to form, Sato has decided to betray her partner Picard by informing on him to Starfleet. The immediate threat to Spock must be dealt with. Will you protect Spock by working with Terran Empire authorities, secretly support overthrowing Spock alongside the Maquis, or help Section 31 manipulate both sides into weakening each other?
Event Name: Heavy Lies The Crown
Event Type: Galaxy Event Event Start: Thursday, 12/07 at Noon ET (17:00 UTC) Phase 1 End Time: Saturday, 12/09 at Noon ET (17:00 UTC) Event Finish: Monday, 12/11 at Noon ET (17:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N
• high bonus: event crew and Mirror Jean-Luc Picard • small bonus: variants of Reed, variants of Sato, variants of Dax, Zhian'tara Odo and all Mirror crew. Picard variants will NOT provide a bonus
Trait Addition
The trait Mirror Universe has been added to the game, and to the following crew: Mirror Uhura Mirror ‘Smiley’ O’Brien Mirror Regent Worf Mirror Intendant Kira Mirror Sisko Mirror Spock Mirror Phlox Mirror Bashir Mirror Garak Mirror Empress Sato Mirror T’Pol Mirror K’Ehleyr Mirror Jennifer Sisko Mirror Archer Mirror Ezri Tigan Mirror Kirk Mirror Tucker