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cepheni

Boxelware Team
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Everything posted by cepheni

  1. Mh, I have to admit, none of us in the dev team try to collect every little thing of loot. Loot is plentiful, so that a general fly-by usually collects enough to satisfy our needs ^^ Especially as the most important part of the loot are the turrets and upgrades and those are pretty easy to collect Have you tried equipping a loot range booster? Yes, it'll still not mark the loot or make it more visible, but it'll be sucked to you from greater distances. So that might already resolve your issues 🙂 As for speed: You can go too fast for the loot to register you flying by, so not boosting while collecting should give you more success. I hope that helps a bit 🙂
  2. For me this didn't happen at all. But I'll try my best to find a way to reproduce it and then fix it 🙂 Thanks for reporting it!
  3. Your attachments don't work :| What was your problem? We intended that if you order your ship to buy, and the station is currently out, the ordered ship should wait around until the station has the goods again. If I understand you correctly you would want your ship to disregard the current order instead and move on to the next?
  4. Hey there, thank you for reporting. Sorry, that you have so much issues with this. We'll look into it.
  5. This topic has been moved to Suggestions. [iurl]https://www.avorion.net/forum/index.php?topic=6470.0[/iurl]
  6. Sure, a screenshot uploaded somewhere so that we can view it is fine!
  7. Hi, Were did you send the logs? I can't see them here and I've not received any mail yet :|
  8. Hey there, welcome to the forums. Sorry to hear that you ran into issues with Avorion. The ship duplication that you're experiencing indicates a severe server crash, and the game rather gives you a second ship than leave you with nothing on reload. Have you tried starting a new galaxy and seen the same behavior? If the problems persists, could you post your client and server logs?
  9. Hey Guys! Our friends over at Big Community Games are setting up a server with no player limit to collect tons of performance data for us. If you'd like to help, and have lots of fun in the process, check out their discord https://discord.gg/FWQWKKA for more info! Server data: Game Name: Big Community Games IP: bigcommunitygames.uk.to Start date: Tomorrow, Feb 24, 6 pm GMT. Streamers and Youtubers are of course welcome to use any footage as they please!
  10. The problem that causes this was the update of 31.1.. If one of you jumped into this sector you got an old version of the pirateshidingtreasure.lua that saved its necessary values a certain way. The new version of 31.2. now uses a different way of saving these and runs into this error because of it. I fear the sector will stay that way until you wipe it (only the sector of course) completely. Otherwise you can of course simply move on, newly discovered sectors with this and similar scripts won't produce this issue.
  11. So guys, I went and tried to reproduce your problems with the repair turrets and I wasn't able to do it. Only issue I found is the combination repair turrets (hull and shield - they were only able to heal one of the two) and those will be fixed with one of the next patches. Could you go into a game (use a new turret and a current game version) and record a short video on it?
  12. Do you happen to have any kind of UI scaling (ingame) or dpi-scaling from external sources (e.g. Windows) active? Are there any error messages in the client logs? I definitely remember someone reporting an issue like this before, but I can't remember what the source of the problem was :|
  13. cepheni

    Forum Bug

    Yeah, sorry for that guys! We've seen it and are trying to fix it :)
  14. It's been updated last night as well :) It just took us a little longer. But thank you for reminding us!
  15. Hey guys, The patch from two weeks back is now available on the Steam default branch! We always strive to make Avorion more accessible for new and returning players. To achieve this goal we have designed new tutorial missions. These missions will be unlocked during the game and explain more complicated mechanics such as how to use R-Mining Lasers, Torpedoes, Fighters and how to coordinate your fleet. In addition to the tutorial missions, long-term quests are introduced. They are given to the player by the adventurer after completing the first dialog and guide the player through the galaxy. As usual this update also contains a bunch of bug fixes. See the full patchnotes here: https://steamcommunity.com/games/445220/partnerevents/view/1566616051169010324
  16. Do you have the necessary turrets / fighters? The upgrade level doesn't count towards the level you're able to mine, only the level you're able to detect. So if you have Iron Mining Lasers and an Avorion Mining Upgrade you still can only collect Iron and Titanium.
  17. We'll check that AI thing tomorrow :) As for the gates - that didn't make it into this update, but we'll sure get to it!
  18. Date: October 16th, 2019 With this update we want to help ease the learning curve of basic game mechanics. With several new tutorial missions the Adventurer helps the player to understand new block types and weapons. In addition to the tutorial missions, long-term quests are introduced. These are given to the player after first meeting the Adventurer. 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'. Gameplay "The Adventurer is the players' introduction to the story. Additionally the Adventurer now gives the player long-term quests that guide through the game." Added new tutorial missions for introductions to R-Mining Torpedoes Commanding Fighters Fleet & Map Commands [*]The first dialog with the Adventurer is now forced (instead of hail) to reliably introduce players to the story [*]Added new missions that accompany the player through the game, specifically for Crossing the barrier Finding Avorion Reaching the center of the galaxy Client Particles and effects are now paused in pause mode Added torpedo space to ship stats overview in ship menu Added a tooltip line for consumption of energy when upgrades are permanently installed Removed option for mailing items from alliance inventory since it wasn't possible anyway Activating items from the alliance inventory is no longer possible "Mission Updated" etc. texts no longer overwrite each other when multiple missions are started simultaneously Quick-Switching of control schemes (F2) is now disabled by default Can be turned back on in settings [*]Improved error messages when connection to (local) server doesn't work [*]Server now waits for Steam network response when initializing networking, not when downloading mods [*]Downloading mods is skipped entirely (not just download an empty list) when download list is empty Balancing "Since we often ran into performance issues, we had to introduce some changes to the inventory and mail system. A frequent performance issue is the unlimited inventory size. We have limited inventory space to 1000 slots (which we think is a good compromise between performance and comfort) to see how things work out. Keep in mind that these are experimental changes." Limited inventory of players and alliances to 1000 slots This prevents players and alliances to pick up or get items when the inventory is full The limit is introduced to save performance without limiting the player too much 1000 Slots means 1000 different items, stackable items can still be stacked to infinity [*]Sending mails is no longer possible when inbox is already full [*]Mails sent to a player with a full mailbox bounce back [*]Increased fighter dodge recharge time to 120 seconds from 60 [*]AI ships no longer get coaxial guns Scripting API Inventory():hasSlot() now ignores item type Added a maxSlots property to Inventory Added Inventory:hasSlot(item) function to check if items can be added Implemented a "addOrDrop" function for Inventory that drops the item when inventory is full Adding mails to a player is no longer inhibited by max mails limit Implemented sendCallback() function for Faction that delegates it to alliance or player Added callback to refinery for onTakeAllPressed Added more control for bullet points in mission description Upgrades of all player ships now accessible from scripts structuredmission.lua framework: Implemented a "noBossEncountersTargetSector" property for disabling the spawn of the AI and Swoks Improved docs for new properties for disabling player events Implemented properties for structuredmission.lua framework to disable player events in target sector Implemented disabling of certain player-related events in specific sectors Merged spawnswoks.lua and spawnai.lua into their own script to have random encounters in one place PlayerID's property "id" is now a string Fixed several issues when registering new callbacks while callbacks are being executed Added a setter to Hyperspace Engine for "can pass blocked sectors" property stringutility's join() now uses tostring() internally to convert values reliably Added more tags to civil ships to distinguish freighters, miners and traders Moved script updates of player communicator to update of the sector the player is in for improved performance while multiple players are online Players' scripts are now updated in parallel for better performance Invoking functions on players from another sector is no longer possible [*]Implemented invokeRemoteFactionFunction() and runRemoteFactionCode() to make up for removing invoking function on players in other sectors Bugfixes "Bugs marked with [uBR] are user bug reports. Thanks to everyone for reporting and keep it up!" Fixed a bug in Cover Retreat mission where the two factions didn't attack each other Fixed a bug in Cover Retreat mission where the enemy fleet didn't attack the player Fixed an issue where sellable inventory items couldn't be sold [uBR] Fixed an issue where fighters started from ships with AI Xsotan artifact would never need pilots again [uBR] Fixed an issue where destroying items in Alliance inventory wasn't working [uBR] Empty reconstruction tokens that are applied to alliance crafts now put the token into the Alliance's inventory [uBR] Fixed an issue with Merchant Beacon where Alliances couldn't call in merchants [uBR] Fixed an issue with Merchant Beacon where any faction would respond (instead of specific faction) [uBR] Fixed an issue with Reinforcements Transmitter where Alliances couldn't call in reinforcements [uBR] Fixed an issue with Reinforcements Transmitter where timer would be set wrongly when player is not in a ship [uBR] Fixed several issues where turrets weren't deleted while modifying crafts [uBR] Fixed relations of factions improving when killing their own hired head hunter [uBR] Fighters are now correctly displayed as enemies, even if their mothership is gon [uBR] Fixed "Pick up stolen Cargo" combo box not having the correct setting selected for the current ship Fixed an issue where dumping cargo could lead to bad cargo problem not disappearing AI, Swoks and Guardian can no longer immediately spawn on game start / login
  19. You can send the full logs to support@avorion.net if you like. Or you can send them to cepheni | Boxelware#4605 on Discord.
  20. Thank you for reporting these! They'll be fixed with the next update.
  21. Although its been a while since you wrote this: Thank you for your feedback! And you're right, player built fighters will always be better than generated ones. We might need to take a look at that.
  22. We still have it in mind! We started with having less colors to begin with, and will try to make them either customizable or provide different color options. Please have patience :)
  23. Ah, I see. No there's no such thing yet. Would you need to mark all kinds of objects, or is it more certain specific ones?
  24. When the galaxy is created all factions and sectors are basically planned with its seed. The content of the sectors is dependent on the seed itself. What you see there might also be a change we introduced, where faction territories now have much higher reach. You shouldn't run into any issues and can continue playing. All new sectors discovered will be off the new seed :)
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