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koonschi

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About koonschi

  • Birthday 09/26/1988

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  1. What is the Verified Servers Program? Community members can now apply to have their server marked as a "Verified Server"! All verified servers will get a blue checkmark next to the server name in the list. The "Verified Server" checkmark is used to mark servers that we, Boxelware, recommend as great to play on. We want to highlight servers of passionate community members and reward those who are doing an amazing job running their own dedicated servers. Since the verified server checkmark is a quality seal, a verified server must follow certain guidelines (see below). This gives verified servers better visibility and increased server traffic. Additionally, we will provide a direct connection for verified server owners to us to provide high priority support! Server Requirements: The server must be continuously reachable Static IP address is a must The server must ensure a high uptime, preferably through anti-hang / auto-restart scripts No password and must be public The server must be able to provide good performance to allow smooth running of Avorion A minimum of 16GM RAM available to the game (after OS and other usage) A minimum of 4 real CPU cores (not threads) The server must be actively played on The server must be moderated The server main admin must be reachable by us via email or discord The server’s main language must be either English or German The motd must contain a disclaimer that Boxelware recommends the server but does not run/administrate it itself The server must have been running for at least one month In case it’s a new server, the admin must provide proof for expertise of running a similar, actively played-on server that’s been online for at least one month Server Behavior Rules: No homophobia, racism, sexism, discrimination or harassment of any kind No stations or ships in 0:0 Use of bugs, hacks or exploits is not allowed We expect the above rules to be enforced by the administrators Please include the following in your application: A description of how the above requirements will be met & rules will be enforced E.g. considering moderators, auto-restart scripts, backups, etc. A concept with a short description of the server Will it be a role-playing server? PvP, PvE? Regular wipes? Will it have special rules or be classic vanilla? A list of mods used on the server To keep things simple and easily-accessible, only workshop mods will be allowed on verified servers The server.ini file Specs of the machine the server is running on A log file that shows at least a single start of the server The stats .csv files of your current (or previous servers, in case it’s a new server) By sending us your application you acknowledge and accept the following: To ensure good performance, we will be doing regular checks on the verified servers. We will sometimes request the stats .csv files, logs and/or the server.ini without prior notice. In case of recurring or severe rule violations the blue checkmark will be removed from the server. Over the next few months we’ll add a monitoring feature for verified servers where servers report their stats to us, so that we can react quickly in case of performance or other issues. This monitoring feature must be turned on for verified servers. We are looking forward to your applications!
  2. There are some technical limitations considering the internal types of those ComboBoxes that prohibit a proper exposure to the Scripting API. I'm afraid those will never be available unless we're doing some major internal refactorings, which is unlikely. Exposing the camera to the Scripting API is planned.
  3. Use the cruiser control mode. You can switch to it either in the control settings or you can configure it via the control settings to be hot-switchable with F2.
  4. Changelog 2020-11-17 Scripting API: Added documentation for displaying dialogs [UBR] Fixed an issue where some blocks would drop resources even though they shouldn't [UBR] Fixed an issue where players wouldn't be written out properly on servers [UBR] Fixed several issues with tooltips on the galaxy map [UBR] Fixed several issues with ships bumping into each other when ordered to escort [UBR] Fixed several issues where jump orders on the galaxy map wouldn't get executed properly [UBR] Fixed an issue where flight assist would use up more and more energy after docking [UBR] Fixed an issue where traits of DLC syndicates wouldn't show up properly Fixed some issues in scripts Gameplay Object detector no longer highlights valuable objects docked to the current ship Balancing Reduced drop chance for Defense System Upgrades relative to the other upgrades Client & UI Building Mode: Special folders in "Saved Designs" window are now sorted to the front While on beta branch, version is shown on the bottom left of the screen Improved responsiveness of the game during loading screen This fixes Windows thinking that the game crashed when it's actually just loading Added some loading screen tips that explain size relations in the game Server "We made some serious progress over the past 2 weeks on the server side, and now it's time to share it!" Implemented several important performance optimizations Bugfixes "As always, user bug reports are marked with [UBR]. Thanks for helping us improve the game and keep it up! :)" [UBR] Fixed a crash when hiring a spy [UBR] Fixed massive performance issues when changing the sliders for volume or scale in shipyard or station founder [UBR] Fixed problems with hermit mission not updating when talking to adventurer [UBR] Fixed an issue where selling of all trash didn't work at a fighter factory [UBR] Fixed IHDTX attacking during dialog on re-enter of sector [UBR] Fixed a crash when using /playerinfo chat command [UBR] Fixed an issue where log would be filled with "Skipped queued callback because filter said no" Fixed an issue where docked containers would turn invisible Fixed several UI elements reacting even if the mouse is blocked by other windows Fixed descriptions of missions flickering while changing sectors Fixed several issues in black market story missions Fixed several issues in scripts Updated texts Updated localizations
  5. local generator = AsyncPirateGenerator() generator.pirateLevel = my_desired_pirate_level This is all you need to modify the pirate level.
  6. These fixes have been set live over time since the release of the 1.3.4 update on the beta branch. Changelog 2020-11-07 Fixed performance issues in new massive container field sectors Fixed general performance issues with many objects on screen Fixed the health bar of the story AI boss spoiling it as a boss Fixed an issue where all similar stations in a sector had similar bulletin board missions Fixed performance issues when scripts activated so called "ship problem" icons Fixed some other minor performance issues related to UI Object detectors no longer highlight objects docked to the ship they're installed on Disabled some UI in the first few parts of the tutorial to not be too overbearing for newbies Changelog 2020-11-06 Fixed an issue where "sell trash" in shops didn't work correctly Fixed a rare crash on servers when leaving the drone or logging out Improved logging Changelog 2020-11-05 "The start in Avorion is typically the slowest & most tedious part. We're seeing tons of players abandoning the game early on, so we're taking some measures to make sure that people are less turned off by the initial grind - ideally by removing it for normal difficulty and below." Increased amount of starting resources on Normal and below Added more starting turrets Added a starter arbitrary turret upgrade When playing the tutorial, the adventurer gives you those things Increased default hyperspace range of ships to 4 sectors Tutorial is now correctly reset when interrupted as it says in the message box that pops up Tutorial can no longer be activated on multiplayer servers Tutorial has too much of an impact on games and relies on being played without interruptions by other players Improved logging Black Market Discovery Events: Trader now sticks around after taking the package from the player so you can ask him again where the black market is Fixed a crash in /playerinfo and /status commands while players are logging in Fixed a rare crash when players are logging in Fixed an issue where the total crew salary calculation was wrong Fixed a few issues when renaming ships Fixed an issue where torpedo introduction mission starts when entering a randomly generated ship with torpedo storage Fixed a script crash in the pirate station encounter Fixed several script problems in missions Updated texts and localizations Bugfixes 2020-11-03 Fixed a crash in control settings when some control bindings are invalid Fixed "Free Slaves" mission not awarding reputation correctly Finished up spanish translation Fixed a script crash in pirate attack Updated descriptions in torpedoes introduction mission to be clearer Reduced memory requirement when jumping through sectors a lot
  7. Here are the final patchnotes for Update 1.3.4 - The Docking Update! Caution: Wall of text incoming! In this free update, we're adding docking, tons of QoL, fixing exploits, improving Strategy Mode, and balancing things to bring the game back on track with the original vision. Docking "Docking's here! The feature is actually pretty straightforward. Slap a dock block on your ship and go have fun! :)" Ships can now use Dock blocks to dock other objects Docked objects are shown in building mode Docked objects can be taken with you through gates, wormholes and hyperspace jumps (Nearly) every object can be docked Added a 'Transport' mode for stations Stations must be in 'Transport' mode to be docked and moved Stations in 'Transport' mode lose their station-specific interactions and passive abilities (Shipyard, Equipment Dock) Factories that are docked to each other can now directly transfer goods between them (direct partners only) Gameplay "Aside from a few shady features that sneaked in from the Black Market DLC, we got Legendary Turrets, prettier asteroids, and a new, strange Xsotan Wormhole Device that seems to open wormholes to your Reconstruction Site." Added new containers that can be hacked or taken to a smuggler's outpost to be opened Added a new sector type with many containers and asteroids Added the possibility to bribe ships that inspect you Added the possibility to inspect & get bribed by AI traders that can now carry illegal goods Added special, legendary turrets Some turrets will be available immediately, some only for DLC owners Turrets are dropped by bosses and other strong enemies More turrets to come over the next weeks It is highly recommended to try them out before judging them 🙂 Added a new Xsotan Wormhole Device that opens a wormhole to your reconstruction site You get the item from the Adventurer after changing the Reconstruction Site or progressing with the story 10 Minute cooldown, infinite usages Has a few other limitations so it can't be used during immediate combat Improved visuals of asteroids with resources Developer Note: Asteroid shapes have been fine-tuned to ensure they have the same amount of resources as before Some factions now always have bad starting relations (not as bad on low difficulties, very bad on high difficulties) On higher difficulties, bad initial relations can trigger immediate war with factions the player hasn't met yet When switching sectors, players are only placed in ships that are idle or passive from now on (unless otherwise specified) to not interrupt AI orders Objects in sectors towards the middle are spread out a little further Seeking projectiles can now lead very fast targets When a warzone is called out or a freighter is raided, nearby players are notified Reduced camera shake of sector jumps Added edge & corner crew quarters blocks Added a front-facing torpedo launcher block 30s repair restriction no longer applies when the damage was self-inflicted Pirate encounters now respawn after 24h of playtime (newly discovered only) Pirate encounters now reset after some time when players flee (newly discovered only) Xsotan now turn hostile when ramming them Added a note to headhunter attacks showing which faction attacked the player While attacking, ships try to roll in a way that their strongest turret side faces the enemy Stashes now drop their items instead of just giving them to players AI "We improved several aspects of the AI, like pathfinding, aim and salvage & mining AI." A ship now waits for its fighters to land before flying through a gate Improved aim of AI ships AI ships can now aim with coaxial turrets Strongly improved aim of AI ships for Expert+ difficulties Salvage & mining AI now picks new objects to harvest close to the last one This way the behaviour is more consistent when objects break apart Salvage & mining AI now keeps fighters active while collecting loot Salvage & mining AI no longer keeps firing at tiny fragments that have negligible amounts of resources left Salvage & mining AI no longer bothers collecting extremely tiny amounts of loot Improved pathfinding when surrounded by many obstacles Balancing Part I: General Adjusted fines for smuggling Slightly increased amount of petty upgrades being dropped in the outer regions Slightly reduced amount of legendary upgrades being dropped on low difficulties Railguns now always penetrate at least 3 blocks 5-slot turrets aren't automatically coaxial any longer Instead of every turret, only 25% of 5-slot turrets will be coaxial turrets Explosive shots no longer deal potentially infinite amounts of damage through AOE, but are capped at 200% Pulse Cannons now have a much higher shield penetration rate compared to other weapons with ionized projectiles Increased projectile speed of 2+ slot turrets Relation loss by damaging shields is now relative to maximum shields of AI crafts This reduces relation loss for high-damage weaponry in late game Relation loss by damaging hull through shooting is now at max 3000 points per second This reduces relation loss for high-damage weaponry in late game Increased repair speed for crew to 40min for the entire craft, from 60min Reduced firepower of tesla turrets by 33% and reduced their range to 2.5km - 3.5km (from 3km to 4.5km) Balancing Part II: Shields "Let's face it: Shields are way too powerful for what they cost. They provide lots of HP that recharge extremely quickly for free and they protect all blocks at the same time. Shields are also more or less obligatory for combat, and this means that players avoid combat in the early game. We want to break free from these limitations and give players more means to fight early on. We're nerfing shield generators, but at the same time buffing integrity blocks & armor a lot. Keep in mind that these are experimental changes and we'll see how they fare. Please share your feedback with us on this!" Buffing Integrity Blocks & Armor Reminder: Integrity fields reduce incoming damage! Increased damage reduction of integrity fields from 50% to 75% Increased HP of armor blocks to 25 per 1 volume, from 15 Nerfing Shields Increased cost of shield generator blocks by 50% Reduced shield durability gained from shield blocks to 50 per 1 volume, from 70 Developer Note: In total, existing ships with shield generators and integrity blocks protecting armor will get: -27% shields +233% hull HP for armor +100% hull HP for other blocks Balancing Part III: Exploits, Shipyards & Reconstruction Site "We're seeing a lot of playstyles that abuse exploits that are ending up in guides and that are degenerating from how Avorion was originally designed. In addition to fixing exploits, we're adding some experimental changes through which we want to shift the gameplay a bit. We want to reintroduce the feeling of 'safe haven' sectors and the risk of venturing out. We do realize that this might take some comfort away but we think it's healthier for the game in the long run. This playstyle will also require a little more planning from you, which is why we're only enabling it on new galaxies. We'd love to hear your feedback and we'll monitor the situation closely!" Building and repairing are now only possible without enemies attacking and only if the ship wasn't damaged in the past 30 seconds New Saves: On Normal+ difficulty, Generators and Hyperspace Cores will need a neutral or friendly shipyard in the sector to be added to your ship Applies to new saves only Applies to ships, not stations Does not apply to Creative Can be turned on/off with a server.ini setting Ctrl-Z, Ctrl-Y and scaling will still work without a shipyard Repairing is still possible without a shipyard Sectors with smuggler hideouts now have a shipyard Sectors with resistance outposts now have a shipyard Added an item that lets you return to your Reconstruction Site from anywhere (details see above) Reduced cost for changing Reconstruction Site by 80% Reduced cost for reconstructing without tokens to 80% of the ship's value, from 120% Reduced cost for repairs at repair docks to 35% of ship's value (from 75%) Reduced cost for founding a shipyard by 17.500.000 credits Reduced cost for founding a repair dock by 7.500.000 credits When reconstruction tokens are disabled, reconstruction site can still be set Hyperspace engine now has to reboot and goes on cooldown after its range is changed Strategy Mode "We've massively tuned the Strategy Mode to make it a much more polished and easy-to-use feature. Enjoy!" Added vertical lines to objects for a better sense of depth Improved grid-plane for a better sense of depth Camera can now be rotated and moved up/down Pressing space centers the camera on the selected object(s) Double click now centers the view, Ctrl-click toggles the selection Player's current craft now has a player icon in the strategy mode overview list Selection groups are now shown in overview list Claimed asteroids are now shown in overview list Added colors to sector ship overview list in strategy mode "Fly through gate"-order is now visualized with a line to the gate Mine and salvage orders issued via right click now start harvesting the clicked object (not the closest to the ship) Improved button feedback Building Mode Added ISS shilhouette for reference Transform Block tool's block orientation can now be rotated by holding R Added "Show Templates Folder" button to blocks window Turret designs can now be applied to all selected turret bases with one click Implemented new, detailed tooltips for blocks Improved transparency rendering of green box Added a preview of integrity field size Added a check box to hide/show green arrows in build mode Added the option to only repair all missing blocks, without ship health UI "More UI and QoL improvements." Galaxy Map: Pressing space centers the camera on the selected object(s) Galaxy Map: Selection groups can now be used the same as in Strategy Mode Galaxy Map: Notifications can now be disabled on the galaxy map Galaxy Map: Added input hints Mails: Mail buttons stops flashing for good when mails window is opened Mails: Mail list updates when a new mail is received Mails: Mail window's 'Delete' now takes all attachments first Improved UI for selling items Added various filtering, sorting and favoriting options Favorited (starred) items can't be sold, dismantled or researched accidentally any more Added assignable icons for ships Weapon base damage variation is now reflected in tooltips When founding a new ship, "Alliance Ship" is now greyed out when not in an alliance Pressing B while in drone now opens the ship founding dialog Player ships in the same sector now share their scanner data Added total crew salary to player and alliance fleet tabs Trade AI errors are now sent by the ship and contain the name of the ship in the chat message Adjusted size & position of server browser so that it's well visible on lower resolutions Added a basic mission marker instead of no icon in mission list Economy messages by the alliance are now marked as such Players can now choose if they want to receive economy notifications from their alliance Added activity logs for alliances Tooltips of uncollectable loot are now shown when aiming at in in mouse steering mode Speech bubbles are now rendered transparent when aiming at them in mouse steering mode Added community chatter messages Client Added more loading screen tips Playmodes Normal & Creative Mode are now considered scenarios Added more infos about savegames in singleplayer window Added a checkbox to override a galaxy's mod settings If not ticked, the save's previous mod config is used Added a news window to the main menu Added a warning window for loading a galaxy with a too high version Added a warning window for loading a non-beta galaxy while on the beta branch Added categories for assignable controls Default controls layout of immediate (mouse) steering changed: Free Look is now on right mouse button (was Ctrl) Torpedoes are now fired with G (was right mouse) Graphics Improved visuals of swirly weapon beams Server "While tons of things were improved, the most important change is that the scheduling of the server update has been completely rewritten. A single slow sector no longer slows down the entire server. We also added quite a few new settings to tune your server to your perfect PvP settings." Restructured the entire internals of the server A single slow sector no longer slows down the entire server Shenanigans of players no longer slow down the entire server but only the sector they're in Developer Note: This doesn't mean that the server now magically supports 100 players. Avorion is not an MMO, and will never be one because it was not designed as one. Simplified callback handling & improved stability of the server Increased time that sectors are initially loaded from 15s to 30s Renamed server option "authenticate" to "vac-secure" Renamed server option "isPublic" to "isMultiplayer" Added a server.ini setting to allow/forbid boarding Added a server.ini setting to enable saving of runtime stats (players, tick times, memory, sectors loaded, etc) into a .csv file Added a server.ini setting to configure the amount of networking threads Added a server.ini setting to configure minimum ship size Added a server.ini setting to configure maximum ship velocity Added a server.ini setting to configure maximum number of stations in a sector Added a server.ini setting to configure shipyard-bound building Scripting API "A lot changed here, so we won't be listing every little change, but only the most important ones - especially when they might break existing mods." Added class DockingClamps Added class HyperspaceEngine Added a new Sector callback "onPlayerArrivalConfirmed" which fires once the client has finished its loading screen Added more possibilities to work with Mails Added conversion from scancode to keycode and back (modders: See SDL2 docs for that) Developer Note: Modders: This might be important for you if you were using the Keyboard. We changed our internal structure from SDL Keycodes to SDL Scancodes Entity:getDockingPositions() now returns a table DockingPositions:getDockingPositions() now returns a table DockingPositions:getDockingPosition(id) now returns a table Removed Entity:getRandomDockingPosition() Removed obsolete Entity:getWormHoleComponent() function Renamed Durability.setMaximum -> Durability.maximum Callback "onMailReceived" is now called "onMailAdded" on server, same as client Modder Request: Most properties of TextField are now readable as well Added functionality to drop VanillaInventoryItem and UsableInventoryItem loot Massive improvements to structuredmission.lua Fixed an issue where scripts registered for updates before being restored Fixed an issue where Galaxy:findFaction() didn't correctly return Player, Alliance, or Faction object depending on the internal type Fixed an issue where some components in Entities created by Sector:createEntity() were missing Fixed a crash when not passing a color to addShipProblem [UBR] Fixed an issue where it wasn't possible to directly set the Seed value Use tostring() to get and assign the string to set Improved API documentation Misc Added a notification when a player is assigned to be the new leader of a group Tons of small optimizations all over the place Improved performance of performance measuring (yes really) Improved several dialogs Improved translations Added a few new bugs Added an introductory chat message when playing on the beta branch Bugfixes "As always, bug reports from the community are marked with [UBR] (User Bug Report). Thanks for reporting and keep it up! You'll be seeing quite a few more of these over the next weeks!" [UBR] Fixed an issue where torpedoes in Equipment Dock weren't as different as planned [UBR] Fixed an issue where trading posts and factories didn't have enough cargo space [UBR] Fixed several issues where introduction missions got stuck when playing them in Alliance ships [UBR] Fixed a few performance issues when opening the Equipment Dock menu while inventory is full [UBR] Fixed several issues where the server could crash when being sent garbage over network [UBR] Fixed an issue where the emblem of alliances weren't sent to players correctly [UBR] Fixed an issue where ships wouldn't keep their orientation upon sector change [UBR] Fixed an issue where some chat commands could crash the server [UBR] Fixed an issue in fighter tutorial mission where having more than 3 fighters didn't advance the mission [UBR] Fixed an issue where escort AI would falsely attack friends [UBR] Fixed an issue where armor blocks sometimes didn't stop penetrating projectiles [UBR] Fixed an issue where ships would chase each other out of the sector indefinitely [UBR] Fixed an issue where reconstruction token value of a ship would decrease when ship is built smaller [UBR] Fixed an issue where players without alliance vault permissions could trash/favorite alliance items [UBR] Fixed an issue where turrets were jittering while aiming with the mouse [UBR] Fixed an issue where collision damage wasn't taken into account for relation changes [UBR] Fixed an issue where shots of ships owned by players, but controlled by AI would cause reputation losses when hitting the wrong target [UBR] Fixed an issue where Swoks' friendly/enemy behavior didn't work for alliances [UBR] Fixed an issue where MAD Science Lab's friendly/enemy behavior didn't work for alliances [UBR] Fixed an issue where sectors with only destroyed ships would be included in limited simulated sectors of a player [UBR] Fixed an issue where it was possible to select a turret with the ships tab [UBR] Fixed an issue where client-sided independent turrets would shoot ships and stations that were being boarded [UBR] Fixed an issue where anchors of permanently installed upgrades were visible through UI [UBR] Fixed an issue where 'Transfer Vessel' mission couldn't be completed if the vessel was to be delivered to a ship instead of a station [UBR] Fixed an issue where pirates from pirate shipyard sectors didn't count as pirates for pirate problem mission [UBR] Fixed an issue where ships lost upgrades when destroyed while not in the same sector as the player [UBR] Bad cargo warning is no longer shown when only a few unimportant ships of another faction are present in the sector [UBR] Fixed an exploit where ships could be healed by adding large stone blocks [UBR] Fixed an exploit where operation exodus dropped too many artifacts [UBR] Fixed a desync issues when commanding ships over the galaxy map Fixed an issue where chat messages sent by server didn't get their format strings filled in correctly Fixed an error message that was sent too often to alliance members with insufficient permissions Fixed an issue where turrets from the ship, when compared, would show up as blueprints Fixed highlights of list entries in singleplayer window not working Fixed several crashes
  8. Note: Patch is not live yet. Patch is live!
  9. Gameplay Adjusted strength of pirates when hacking Balancing "We improved the behavior for losing relations due to stray shots. We had to find a good balance between 'not punishing shooting things accidentally too much' and 'consequences for blowing up half a station'." Reworked relation loss for hitting the hull of AI ships/stations Relation loss per shot is now higher, but you can't lose more than 3000 relations per second through shooting only Client & UI Building Mode: Added new visualization when using the transform blocks tool Building Mode: Added new input hints about the rotation status of the Transformation Brush (keep orientation / overwrite orientation) Added a news window with most important changes Added a log entry for alliance ships being destroyed Tooltips of uncollectable loot are now shown when aiming at in in mouse steering mode Speech bubbles are now rendered transparent when aiming at them in mouse steering mode Improved clarity of container cracking UI Targeters of docked stations are now always shown Added community chatter messages Bugfixes [UBR] Fixed a wrong warning about sectors not being simulated when a ship was destroyed there [UBR] Fixed an issue where being tractored by stations while having objects docked didn't work [UBR] Fixed a desync issues when commanding ships over the galaxy map [UBR] Fixed an issue where pre-1.2 stations couldn't dock objects [UBR] Fixed an issue where boarded stations couldn't be docked [UBR] Fixed several issues where transport mode of stations confused traders Fixed several server crashes Fixed an issue where sender of a chat message was always replaced by the entity title Fixed AI backup in boss fights arriving looking in the wrong direction Fixed several issues in scripts Fixed several issues in texts Updated localizations
  10. Gameplay Factories that are docked to each other can now directly transfer goods between them While attacking, ships try to roll in a way that their strongest turret side faces the enemy Stashes now drop their items instead of just giving them to players Balancing Adjusted damages of some new turrets Client & UI Build Mode: Hold R to set the orientation when using the transform tool Added a basic mission marker instead of no icon in mission list Economy messages by the alliance are now marked as such Players can now choose if they want to receive economy notifications from their alliance Added activity logs for alliances Bugfixes [UBR] Fixed an issue where blocks weren't correctly mirrored when using the transform tool [UBR] Fixed an issue where anchors of permanently installed upgrades were visible through UI [UBR] Fixed an issue in rendering in build mode when green arrows are disabled [UBR] Fixed an issue where transfer vessel couldn't be completed if the vessel was to be delivered to a ship instead of a station [UBR] Fixed an issue where pirates from pirate shipyard sectors didn't count as pirates for pirate problem mission [UBR] Fixed an issue where ships lost upgrades when destroyed while not in the same sector as the player [UBR] Fixed an exploit where operation exodus dropped too many artifacts [UBR] Bad cargo warning is no longer shown when only a few unimportant ships of another faction are present in the sector [UBR] Fixed an issue where camera wasn't resetting behind the ship correctly when exiting building mode [UBR] Fixed several issues with chat commands not finding the right players Fixed several crashes and other issues in scripts Fixed & adjusted several textss Fixed a few crashes in scrapyard due to new variables and people using old saves
  11. Gameplay Added a note to headhunter attacks showing which faction attacked the player Repairing at a repair dock is no longer possible during combat The default repair rules apply same as in building mode Docking & stealing wreckages in scrapyards is now illegal Stations no longer automatically undock from other stations when transport mode ends Balancing Reduced firepower of tesla turrets by 33% and reduced their range to 2.5km - 3.5km (from 3km to 4.5km) DLC Content "We're currently fixing things in the DLC content that got reported during our closed beta. Thanks for reporting and keep it up! To avoid spoilers we won't be listing story-related fixes here." Fixed several reported issues in DLC-only content Fixed several issues where NPCs wouldn't interact with players Improved tooltips of new upgrades UI Trade AI errors are now sent by the ship and contain the name of the ship in the chat message Turrets can no longer be dismantled while favorited Turrets & Upgrades can no longer be researched while favorited Messages of containers when being abducted are more robotic Added black market logo to main menu when black market DLC is owned Adjusted news window to less obnoxious, especially on lower resolution Adjusted size & position of server browser so that it's well visible on lower resolutions Scripting API Added a DockingParent class Bugfixes "As always, bug reports marked with [UBR] are user bug reports. Thanks for taking the time to report stuff and keep it up!" [UBR] Fixed an issue where Swoks' friendly/enemy behavior didn't work for alliances [UBR] Fixed an issue where MAD Science Lab's friendly/enemy behavior didn't work for alliances [UBR] Strategy Mode: Fixed an issue where the grid plane prevented shots and beams being rendered below it [UBR] Fixed cultists not aggroing when trying to steal their precious asteroid [UBR] Fixed an issue where tractor beams weren't working correctly [UBR] Fixed several issues related to station docks [UBR] Fixed an issue where sectors with only destroyed ships would be included in limited simulated sectors of a player [UBR] Fixed an issue where brake thrust and rotation wasn't calculated correctly [UBR] Fixed an issue where it was possible to select a turret with the ships tab [UBR] Fixed an issue where client-sided independent turrets would shoot ships and stations that were being boarded [UBR] Fixed an issue where hyperspace engine was always recharging after a relog if an upgrade was installed [UBR] Fixed an issue where mirroring of front-torpedo launcher didn't work properly [UBR] Fixed some issues with being able to click through news window Fixed several issues & crashes in scripts Fixed several issues & typos in texts
  12. Gameplay 30s repair restriction no longer applies when the damage was self-inflicted Flinging asteroids into stations now holds the ship that threw the asteroid responsible for damages Added the option to only repair all missing blocks, without ship health Pirate encounters now respawn after 24h of playtime (newly discovered only) Pirate encounters now reset after some time when players flee (newly discovered only) Xsotan now turn hostile when ramming them Docking Adjustments "So far, docking has been a huge success and we're very happy with the results! You got really creative with what you could do, and sadly that's where we had to make some adjustments since you broke the game in far too many ways :(" Gates can no longer be docked in Normal (still in Creative) Several story-relevant objects and characters can no longer be docked Turrets of docked objects are now dependent on their parent's turret slots Added little chatter messages when containers are being abducted AI ships that don't want to be docked will now undock themselves Added a 'Transport' mode for stations Stations must be in 'Transport' mode to be docked and moved Stations in 'Transport' mode lose their station-specific interactions and passive abilities (Shipyard, Equipment Dock) Increased pulling force of dock blocks It's now possible for docked objects to jump and take their parent with them (if they belong to the same faction) Balancing Relation loss by damage is now relative to maximum HP/shields of AI crafts This reduces relation loss for high-damage weaponry in late game Increased repair speed for crew to 40min for the entire craft, from 60min Client Improved transparency rendering of green box in building mode Added explanation for size of docking blocks and pulling force Added a preview of integrity field size in build mode UI Galaxy Map: Added input hints Strategy Mode: Grid plane is now more transparent Strategy Mode: Camera can now be rotated by just holding right mouse, shift doesn't have to be held Added a check box to hide/show green arrows in build mode NewsWindow is now invisible while ModsWindow is visible Added a little green icon that tells the player they can build advanced blocks in the sector Misc Added an introductory chat message when playing on the beta branch Reduced RAM requirements while calculating background AI faction economy Scripting API Added several missing Player callbacks on Server side Removed obsolete Entity:getWormHoleComponent() function Bugfixes "Thanks for reporting tons of issues! We're still working through the reports, and this is the first bunch of bugfixes that we've finished." Fixed several typos [UBR] Fixed a script crash when ordering ships to salvage/mine through interaction window [UBR] Fixed a few issues when multiple docks are pulling the same object [UBR] Fixed an issue where collision damage wasn't taken into account for relation changes [UBR] Fixed a few issues where weapons with high omicron would cost tons of reputation even though they hit a station that didn't even lose 1% HP [UBR] Fixed an issue where important artifacts weren't in the inventory of mobile merchants [UBR] Fixed an issue where stations would try pushing away their docking parent [UBR] Fixed several issues in controls settings [UBR] Fixed an issue where shots of ships owned by players, but controlled by AI would cause reputation losses when hitting the wrong target [UBR] Fixed stations pushing obstacles while they're docked to something [UBR] Fixed an issue where script commands that required Sector() access didn't work (ie. /addcrew) [UBR] Fixed an issue where interacting with a docked station would result in strange displacement of both objects [UBR] Fixed an issue where hidden resource asteroids had only a few resources [UBR] Fixed an issue where hazard zone being called out had string placeholders [UBR] Fixed an issue where all patrolling ships would fly to the same point in space and get stuck [UBR] Fixed an issue where ships wouldn't follow docked objects if set to escort [UBR] Fixed an issue where docking heavy objects sometimes didn't impact the ship's physics [UBR] Fixed an issue where modifying docked objects didn't impact the parent ship's physics
  13. Updated the preliminary patchnotes based on feedback and new changes: Shield reduction 50% -> 25% Shield cost increase 100% -> 50% Added explanation of how the shield & integrity changes will affect existing ships, hull and armor Added changes to default control layouts Added missing bullet point: Reduced cost for repairs at repair docks to 35% of ship's value (from 75%)
  14. Docking "Docking's here! The feature is actually pretty straightforward. Slap a dock block on your ship and go have fun! :)" Ships can now use Dock blocks to dock other objects Docked objects are shown in building mode Docked objects can be taken with you through gates, wormholes and hyperspace jumps (Nearly) every object can be docked Gameplay "Aside from a few shady features that sneaked in from the Black Market DLC, we got Legendary Turrets, prettier asteroids, and a new, strange Xsotan Wormhole Device that seems to open wormholes to your Reconstruction Site." Added new containers that can be hacked or taken to a smuggler's outpost to be opened Added a new sector type with many containers and asteroids Added the possibility to bribe ships that inspect you Added the possibility to inspect & get bribed by AI traders that can now carry illegal goods Added special, legendary turrets Some turrets will be available immediately, some only for DLC owners Turrets are dropped by bosses and other strong enemies More turrets to come over the next weeks Added a new Xsotan Wormhole Device that opens a wormhole to your reconstruction site You get the item from the Adventurer after changing the Reconstruction Site or progressing with the story 10 Minute cooldown, infinite usages Has a few other limitations so it can't be used during immediate combat Improved visuals of asteroids with resources Developer Note: Asteroid shapes have been fine-tuned to ensure they have the same amount of resources as before Some factions now always have bad starting relations (not as bad on low difficulties, very bad on high difficulties) On higher difficulties, bad initial relations can trigger immediate war with factions the player hasn't met yet When switching sectors, players are only placed in ships that are idle or passive from now on (unless otherwise specified) to not interrupt AI orders Objects in sectors towards the middle are spread out a little further Seeking projectiles can now lead very fast targets When a warzone is called out or a freighter is raided, nearby players are notified Reduced camera shake of sector jumps Added edge & corner crew quarters blocks Added a front-facing torpedo launcher block AI "We improved several aspects of the AI, like pathfinding, aim and salvage & mining AI." A ship now waits for its fighters to land before flying through a gate Improved aim of AI ships AI ships can now aim with coaxial turrets Strongly improved aim of AI ships for Expert+ difficulties Salvage & mining AI now picks new objects to harvest close to the last one This way the behaviour is more consistent when objects break apart Salvage & mining AI now keeps fighters active while collecting loot Salvage & mining AI no longer keeps firing at tiny fragments that have negligible amounts of resources left Salvage & mining AI no longer bothers collecting extremely tiny amounts of loot Improved pathfinding when surrounded by many obstacles Balancing Part I: General Adjusted fines for smuggling Slightly increased amount of petty upgrades being dropped in the outer regions Slightly reduced amount of legendary upgrades being dropped on low difficulties Railguns now always penetrate at least 3 blocks 5-slot turrets aren't automatically coaxial any longer Instead of every turret, only 25% of 5-slot turrets will be coaxial turrets Explosive shots no longer deal potentially infinite amounts of damage through AOE, but are capped at 200% Pulse Cannons now have a much higher shield penetration rate compared to other weapons with ionized projectiles Increased projectile speed of 2+ slot turrets Balancing Part II: Shields "Let's face it: Shields are way too powerful for what they cost. They provide lots of HP that recharge extremely quickly for free and they protect all blocks at the same time. Shields are also more or less obligatory for combat, and this means that players avoid combat in the early game. We want to break free from these limitations and give players more means to fight early on. We're nerfing shield generators, but at the same time buffing integrity blocks & armor a lot. Keep in mind that these are experimental changes and we'll see how they fare. Please share your feedback with us on this!" Buffing Integrity Blocks & Armor Reminder: Integrity fields reduce incoming damage! Increased damage reduction of integrity fields from 50% to 75% Increased HP of armor blocks to 25 per 1 volume, from 15 Nerfing Shields Increased cost of shield generator blocks by 50% Reduced shield durability gained from shield blocks to 50 per 1 volume, from 70 Developer Note: In total, existing ships with shield generators and integrity blocks protecting armor will get: -27% shields +233% hull HP for armor +100% hull HP for other blocks Balancing Part III: Exploits, Shipyards & Reconstruction Site "We're seeing a lot of playstyles that abuse exploits that are ending up in guides and that are degenerating from how Avorion was originally designed. In addition to fixing exploits, we're adding some experimental changes through which we want to shift the gameplay a bit. We want to reintroduce the feeling of 'safe haven' sectors and the risk of venturing out. We do realize that this might take some comfort away but we think it's healthier for the game in the long run. This playstyle will also require a little more planning from you, which is why we're only enabling it on new galaxies. We'd love to hear your feedback and we'll monitor the situation closely!" Building and repairing are now only possible without enemies attacking and only if the ship wasn't damaged in the past 30 seconds New Saves: On Normal+ difficulty, Generators and Hyperspace Cores will need a neutral or friendly shipyard in the sector to be added to your ship Applies to new saves only Applies to ships, not stations Does not apply to Creative Can be turned on/off with a server.ini setting Ctrl-Z, Ctrl-Y and scaling will still work without a shipyard Repairing is still possible without a shipyard Sectors with smuggler hideouts now have a shipyard Sectors with resistance outposts now have a shipyard Added an item that lets you return to your Reconstruction Site from anywhere (details see above) Reduced cost for changing Reconstruction Site by 80% Reduced cost for reconstructing without tokens to 80% of the ship's value, from 120% Reduced cost for repairs at repair docks to 35% of ship's value (from 75%) Reduced cost for founding a shipyard by 17.500.000 credits Reduced cost for founding a repair dock by 7.500.000 credits When reconstruction tokens are disabled, reconstruction site can still be set Hyperspace engine now has to reboot and goes on cooldown after its range is changed Strategy Mode "We've massively tuned the Strategy Mode to make it a much more polished and easy-to-use feature. Enjoy!" Added vertical lines to objects for a better sense of depth Improved grid-plane for a better sense of depth Camera can now be rotated and moved up/down Pressing space centers the camera on the selected object(s) Double click now centers the view, Ctrl-click toggles the selection Player's current craft now has a player icon in the strategy mode overview list Selection groups are now shown in overview list Claimed asteroids are now shown in overview list Added colors to sector ship overview list in strategy mode "Fly through gate"-order is now visualized with a line to the gate Mine and salvage orders issued via right click now start harvesting the clicked object (not the closest to the ship) Improved button feedback UI "More UI and QoL improvements." Galaxy Map: Pressing space centers the camera on the selected object(s) Galaxy Map: Selection groups can now be used the same as in Strategy Mode Galaxy Map: Notifications can now be disabled on the galaxy map Mails: Mail buttons stops flashing for good when mails window is opened Mails: Mail list updates when a new mail is received Mails: Mail window's 'Delete' now takes all attachments first Building Mode: Added ISS shilhouette for comparison Building Mode: Transformation brush can now be rotated by holding R Building Mode: Added "Show Templates Folder" button to blocks window Building Mode: Turret designs can now be applied to all selected turret bases with one click Building Mode: Implemented new, detailed tooltips for blocks in building mode Improved UI for selling items Added various filtering, sorting and favoriting options Favorited (starred) items can't be sold accidentally any more Added assignable icons for ships Weapon base damage variation is now reflected in tooltips When founding a new ship, "Alliance Ship" is now greyed out when not in an alliance Pressing B while in drone now opens the ship founding dialog Player ships in the same sector now share their scanner data Added total crew salary to player and alliance fleet tabs Client Added more loading screen tips Playmodes Normal & Creative Mode are now considered scenarios Added more infos about savegames in singleplayer window Added a checkbox to override a galaxy's mod settings If not ticked, the save's previous mod config is used Added a news window to the main menu Added a warning window for loading a galaxy with a too high version Added a warning window for loading a non-beta galaxy while on the beta branch Added categories for assignable controls Default controls layout of immediate (mouse) steering changed: Free Look is now on right mouse button (was Ctrl) Torpedoes are now fired with G (was right mouse) Graphics Improved visuals of swirly weapon beams Server "While tons of things were improved, the most important change is that the scheduling of the server update has been completely rewritten. A single slow sector no longer slows down the entire server. We also added quite a few new settings to tune your server to your perfect PvP settings." Restructured the entire internals of the server A single slow sector no longer slows down the entire server Shenanigans of players no longer slow down the entire server but only the sector they're in Developer Note: This doesn't mean that the server now magically supports 100 players. Avorion is not an MMO, and will never be one because it was not designed as one. Simplified callback handling & improved stability of the server Increased time that sectors are initially loaded from 15s to 30s Renamed server option "authenticate" to "vac-secure" Renamed server option "isPublic" to "isMultiplayer" Added a server.ini setting to allow/forbid boarding Added a server.ini setting to enable saving of runtime stats (players, tick times, memory, sectors loaded, etc) into a .csv file Added a server.ini setting to configure the amount of networking threads Added a server.ini setting to configure minimum ship size Added a server.ini setting to configure maximum ship velocity Added a server.ini setting to configure maximum number of stations in a sector Added a server.ini setting to configure shipyard-bound building Scripting API "A lot changed here, so we won't be listing every little change, but only the most important ones - especially when they might break existing mods." Added class DockingClamps Added class HyperspaceEngine Added a new Sector callback "onPlayerArrivalConfirmed" which fires once the client has finished its loading screen Added more possibilities to work with Mails Added conversion from scancode to keycode and back (modders: See SDL2 docs for that) Developer Note: Modders: This might be important for you if you were using the Keyboard. We changed our internal structure from SDL Keycodes to SDL Scancodes Entity:getDockingPositions() now returns a table DockingPositions:getDockingPositions() now returns a table DockingPositions:getDockingPosition(id) now returns a table Removed Entity:getRandomDockingPosition() Renamed Durability.setMaximum -> Durability.maximum Callback "onMailReceived" is now called "onMailAdded" on server, same as client Modder Request: Most properties of TextField are now readable as well Added functionality to drop VanillaInventoryItem and UsableInventoryItem loot Massive improvements to structuredmission.lua Fixed an issue where scripts registered for updates before being restored Fixed an issue where Galaxy:findFaction() didn't correctly return Player, Alliance, or Faction object depending on the internal type Fixed an issue where some components in Entities created by Sector:createEntity() were missing Fixed a crash when not passing a color to addShipProblem [UBR] Fixed an issue where it wasn't possible to directly set the Seed value Use tostring() to get and assign the string to set Improved API documentation Misc Added a notification when a player is assigned to be the new leader of a group Tons of small optimizations all over the place Improved performance of performance measuring (yes really) Improved several dialogs Improved translations Added several new bugs Bugfixes "As always, bug reports from the community are marked with [UBR] (User Bug Report). Thanks for reporting and keep it up! You'll be seeing quite a few more of these over the next weeks!" [UBR] Fixed an issue where torpedoes in Equipment Dock weren't as different as planned [UBR] Fixed an issue where trading posts and factories didn't have enough cargo space [UBR] Fixed several issues where introduction missions got stuck when playing them in Alliance ships [UBR] Fixed a few performance issues when opening the Equipment Dock menu while inventory is full [UBR] Fixed several issues where the server could crash when being sent garbage over network [UBR] Fixed an issue where the emblem of alliances weren't sent to players correctly [UBR] Fixed an issue where ships wouldn't keep their orientation upon sector change [UBR] Fixed an issue where some chat commands could crash the server [UBR] Fixed an issue in fighter tutorial mission where having more than 3 fighters didn't advance the mission [UBR] Fixed an issue where escort AI would falsely attack friends [UBR] Fixed an issue where armor blocks sometimes didn't stop penetrating projectiles [UBR] Fixed an issue where ships would chase each other out of the sector indefinitely [UBR] Fixed an issue where reconstruction token value of a ship would decrease when ship is built smaller [UBR] Fixed an issue where players without alliance vault permissions could trash/favorite alliance items [UBR] Fixed an issue where turrets were jittering while aiming with the mouse [UBR] Fixed an exploit where ships could be healed by adding large stone blocks Fixed an issue where chat messages sent by server didn't get their format strings filled in correctly Fixed an error message that was sent too often to alliance members with insufficient permissions Fixed an issue where turrets from the ship, when compared, would show up as blueprints Fixed highlights of list entries in singleplayer window not working Fixed several crashes Fixed 43 typos (I didn't actually count that) Removed unnecessary sector marker from station founding introduction mission
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