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koonschi

Boxelware Team
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Everything posted by koonschi

  1. Thanks for bringing this up, we'll look into it. I can't make any promises yet because we don't speak japanese.
  2. This topic has been moved to Bugs. [iurl]https://www.avorion.net/forum/index.php?topic=6208.0[/iurl]
  3. Official 1.0 Release Date: March 9th 2020 It's official! We're happy to break the news that Avorion will be leaving Early Access on March 9th, 2020! The Road to 1.0 Until March 9th, there are a few more things to do: Polishing, Balancing, Bugfixing Feature Freeze at Boxelware! This week we have started focusing on polishing things up. All the most important features are now in (at least in our dev-build) and we're polishing things up. Fixing bugs, adding more QoL features and balancing. We will dedicate 90% of our time until release on that to bring you a product that has 1.0 quality and not just Early Access quality. Generator Update We're currently finalizing the most important update of all: The generator update. We want to set it live as soon as we can to get tons of feedback and to see if everything works fine. In case you don't know what the update is about, check this out: https://steamcommunity.com/games/445220/announcements/detail/3455884364089992667 We wanted to release it this week, but sadly we won't make it. The generator itself is working perfectly fine, but there's some stuff around it that still needs some work (factions saving their own styles, shipyards, etc). We're hoping to bring it to you next week on the beta branch! Endgame Content We have several Endgame related features in the making that will be released soon (maybe at the same time as the generator rework). These include faction economy and faction eradication, as well as more more bosses and one major, galaxy-wide end-game event. But we don't want to spoil too much just yet, so stay tuned! What happens after 1.0? Probably the most important thing for the majority: We're far from done with Avorion! After 1.0 we're planning on releasing both free updates and a few larger DLC updates. We plan on developing new content updates for the game for at least one year, and supporting the game for at least one more year after that. Much longer if things go well. We love working on Avorion and we love the engaged community that formed around the game! We don't want to just let all that go away. As such, one of the first updates to come after 1.0 will be a free update where we're implementing tons of small "feature-creep" features that have been suggested by the community and that we really loved, but that just didn't make it into the 1.0 version.
  4. Patch 0.31.1 Date: February 5th, 2020 Gameplay Improved pirate dialogues Reduced time between entering a yellow-blip sector and being talked to by waiting pirates A selection of basic upgrades is now always available at Equipment Docks Boss Fidget is now only stunned by Electric damage (from before all weapons with Energy damage) Hyperspace Rework Added coloring of Hyperspace Engine UI depending on which kind of buff or debuff is currently active Added icons telling players which (de)buffs are currently active Hyperspace Rework Rework "These changes are in relation to the Hyperspace Rework as it was active on the beta branch. Some of them won't be relevant for you if you didn't play on the beta branch. We listened to your feedback and adjusted some things." Hyperspace cooldown is no longer static Hyperspace cooldown over 3x as quickly when jumping into an empty sector While enemies are attacking, Hyperspace Engine is being distorted and can only recharge with 25% speed Hyperspace Engine must only recharge based on the jump distance relative to the max distance, but always for at least 50% Doing a jump of 15 sectors with a 20 sector range will only drain your engine for 75% instead of 100% Doing a jump of 2 sectors with a 20 sector range will still drain your engine for 50% Balancing "Several of these changes are in relation to the last beta patch and might not be relevant for you if you didn't play on the beta branch." Reduced amount of waves in enemy encounters for outer sectors Reduced ratios of high fire rate and high damage specialty bonuses Reduced bonus damage for plasma weapons against shields Client Added an option to enable adaptive VSync, can be set while the game is running Added blinking to energy bars for when energy is low or energy usage is high Added tooltips for Hyperspace and Energy UI bars Added info about resistances and weaknesses of enemies to bottom-right HUD display Improved tooltips of enemy variation damage types Improved Singleplayer Window and added more information about saved galaxies Bugfixes Fixed a very prominent server hang Fixed an issue where hyperspace cooldown could become very large Fixed several issues with wave encounters Fixed several issues in missions Fixed an issue where "Immune" would be shown too often Fixed a crash in shop UI Fixed an issue where some bulletin missions weren't working Fixed a crash if player loses torpedo launcher during torpedo tutorial Fixed a bug where electric weapons could damage stone
  5. We reworked the ship generator - check out the teaser trailer! Date: January 17th, 2020 New Ship Generator Teaser Trailer Ships are generated based on so-called "Faction Styles". Our goal is that players can recognize a faction by their ships. That means that all ships of a faction have similar visual properties. That includes the color and structure of the ship, and also visual features like spikes. In addition, a faction can have multiple types of ships, which among themselves are very similar to each other, but not completely alike. Compared to the old ship generator (not shown here), the new generator can create much prettier ships that are very distinguishable from each other. The new generator will also be moddable. Leaving Early Access in Q1 2020 More news: We now settled on a time frame when we're planning to leave Early Access - Q1 2020! While it's really hard to pick an arbitrary point where we you can declare a sandbox game as "finished", Avorion is nearing its feature completion in one way in particular: As the vision I had of it when I first imagined it. But don't worry! If you're thinking that now that's it with Avorion, that we're done, then you couldn't be more wrong! We love working on Avorion and we love the community that formed around the game. We're going to actively support the game with free updates and some DLCs for at least 2 years after release. Depending on how well it goes for us financially, it might be longer. The road to 1.0 So that's that for now! Until the 1.0 release we have a couple more updates planned. We'll give you more info on that in another news post next week. And then after that there's going to be a period of relentless bugfixing, polishing and balancing, to get rid of all the obnoxious issues that are okay for an Early Access game, but not a 1.0 version.
  6. koonschi

    Patch 0.29.6

    Thanks for bringing that up, will be fixed soon.
  7. koonschi

    Patch 0.29.6

    Patch 0.29.6 Date: December 12th, 2019 Gameplay Trading Post can now be configured to not buy goods Balancing Profit from consumed goods at stations is now 10% (up from 5%) Memory Usage Reduced base memory usage of logged-in players Reduced base memory usage of server & client Bugfixes Fixed a crash in gates Fixed a crash on server startup
  8. Okay, sorry. No more updates until next year! ;)
  9. Update 0.29.5 - Supply & Demand Economy and Difficulty Economy prices now depend on supply and demand and difficulties were enhanced. Economy: Supply And Demand We improved the economy so that factories create a perceptible supply and demand. This supply and demand is regional and will directly influence the prices of goods. High demand -> high prices and vice versa. Most importantly: You can influence this by founding or destroying factories, so go nuts! Very high demand lets prices rise up to 130% of their base price, while high supply can make them go as low as 70%. Combined with other factors such as reputation or current factory stock, prices can range between ~50% and ~150%, giving you a potential 100% revenue. IMPORTANT: Existing Saves IMPORTANT: This affects existing saves! The galaxy generation algorithms have changed and sectors visited BEFORE the update still have the factories of the old algorithms. This means that the supply/demand prediction will mismatch around those sectors. You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself. Although, if you've been thinking about starting a new playthrough anyways, now would be a good time. Trading System Upgrade With 'Exotic' and 'Legendary' type Trading System Upgrades you can now view above supply and demand fields on the galaxy map for every single trading good. This is a massive help when finding your own trading routes, since you can now see where to go to buy cheap and sell high! Technical Background In order to make the above changes happen, we had to do some major restructuring of the procedural generation algorithms. We are now able to reliably predict most of the content of a sector, without having to generate it (thus saving a lot of performance). This is probably mostly important for modders, but it's going to help us a lot with development in the future. Yay! Faction Territory Maps A feature that we have wanted for a long time and that basically came for free with the above changes are buyable faction territory maps. You can now buy different maps of a faction's territory, making it easier to find the perfect gate route or trade route. Consumer Station Changes Consumer stations such as habitats, casinos and biotopes (also: mines, shipyards, repair docks, etc) now behave a little differently. Previously, they just bought goods and used them up to create an end point for goods in the economy tree. Since all they do is buy and essentially destroy goods, players would not get any advantage by founding those stations themselves. In order to remedy this, we allowed those stations to "buy" goods for free, so that players can just pick up those goods every once in a while. This led to a few economical issues and made those consumer stations massively overpowered (imagine getting regular free deliveries of 50 body armors or mining robots). We changed the behavior in this update. Players now have to pay for the goods bought by consumer stations (if they're configured to buy goods). But when the population of the station uses up the good, they buy them from players first, for a 5% increased price than what the player paid for them. This nets the player a long-term 5% profit from all goods bought by their consumer stations. Difficulty Changes We're changing the difficulty settings. We got a lot of feedback telling us that the game is too easy, and we saw that the current 'Insane' difficulty is actually more of an 'Expert' mode. At the same time we had a few difficulties that seemed arbitrary. The 'Insane' difficulty that you've known until now is now 'Expert'. 'Veteran' got quite a bit harder, and 'Normal' and below difficulties remain almost unchanged. We've added a 'Hardcore' Mode and 'Insane' is now 'Hardcore' with additionally ramped up damage. Some of these changes aren't final yet, but so far they performed well on the beta branch, so we're setting them live for everyone now and will be listening closely for your feedback. We're planning a few more improvements to difficulties, such as bigger, badder and more specialized enemies. Sadly those changes didn't fit into this update, but you can expect them in one of the next updates! Bugfixes [uBR] Fixed an issue with Trading Posts where prices would fluctuate between it and Trading System Upgrade [uBR] Player stations' prices are no longer influenced by relations to other buying/selling factions [uBR] Fixed warning message about missing Reconstruction Tokens when on Hardcore or higher difficulty Other Changes There are several other changes that are being introduced with this update, like an improved factory configuration UI, stackable upgrades, less random loot drops and more. You can check out the full patch notes here: https://steamcommunity.com/games/445220/announcements/detail/1618410615047152560 https://steamcommunity.com/games/445220/announcements/detail/1618410615065638352 https://steamcommunity.com/games/445220/announcements/detail/1699475956774070125 https://steamcommunity.com/games/445220/announcements/detail/1699475956795465518 https://steamcommunity.com/games/445220/announcements/detail/1710735679732186793
  10. Patch 0.29.4 Date: December 4th, 2019 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 Increased amount of goods used up per tick in consumer stations Using up of goods now happens every 2 minutes and is no longer dependent on RNG Player owned Consumers by default now don't buy, until they're told to UI Added a button to Consumer where buying can be toggled on/off Bugfixes Fixed an issue in turret factory supplier related to using up of goods Fixed trading manager UI not getting updated correctly on buy/sell Fixed an issue with the Fleet Commands introduction mission
  11. It seems that you are running your server via Nodecraft - I've spoken with them and they told me they'd resolve the issue. Should be all good soon!
  12. Patch 0.29.3 Date: December 2nd, 2019 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 "We reworked the behavior of consumer stations. Consumer stations include Habitats, Casinos, Biotopes, Military Outposts, Shipyards, Equipment Docks, and some more. Those stations buy goods and use them up, making them an important economic final sink for trading goods. Those stations use up (read: destroy) goods continuously, so at first we thought it would be unfair to have players pay for the goods delivered to those stations. But this led to valuable goods being delivered to player stations for free, giving players a lot of free money as they can just pick them up from their stations. We've now come up with a different system where those stations no longer get goods for free and still use them up, but without giving players a disadvantage." Consumer Stations (ie. Habitats, Casinos, Repair Docks, Research Stations, etc.) must now buy goods instead of getting them for free The population on consumer stations buys the goods from the player before using them up The population pays 105% of the buy price, netting the player a 5% profit [*]Removed transaction tax from player owned Trading Post [*]Player Trading Post buys and sells goods regularly, instead of getting/selling them for free and giving players a transaction tax Linux Dedicated Server "We did a necessary compiler update on linux - this is mostly relevant to linux server hosters that use older systems like Ubuntu 14.04 and the like. This may lead to errors with missing libraries, please see the instructions on how to fix the problem on your system if you can't run an upgrade." Changed compiler from gcc 4.8 to gcc 5 This may lead to issues with missing libraries older linux systems. Please refer to this manual on how to fix it: https://wiki.avorion.net/Setting_up_a_server#Ubuntu_14.04 UI Added a display for how many inventory slots are occupied Bugfixes [uBR] Fixed a crash in multi-line text boxes when moving cursor to the left
  13. You can disable the stats sending in the server.ini: sendStatsToAdmins=false
  14. Patch 0.29.1 Date: November 25th, 2019 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'. Building UI "We added several QoL improvements to the new building UI that were brought to us through user feedback. We also want to make the new UI a little more self-explanatory." Quick Selection in building mode is now saved for each galaxy The last state of the quick selection is now saved on the server side [*]Holding space now shows the saved designs window if the template brush is active [*]Blocks, Turrets, Colors and Saved Designs windows are now centered when activated by their respective hotkey [*]Added "Space" hotkey tooltip to the appropriate button in building mode [*]Color, Block, Turret or Design windows are now hidden again when another of them is shown via hotkey [*]Items can now be removed from the quick selection in building mode by dragging them out [*]Added keyboard shortcuts for toggling mirror planes [*]Transform/match block/shape checkboxes are no longer unchecked by keyboard hotkey [*]Added default blocks for craft and turret building to quick selection bar [*]Grid size and scale step can now be changed by scrolling while hovering the respective button [*]Added numbers to quick bar in building mode UI Added translatable strings for "¢" where needed and added translation Sliders can now be moved by scrolling Bugfixes Fixed several server hangs Fixed several server crashes related to multithreading Fixed a crash when reading/writing global script values [uBR] Transform Block mode is now disabled when changing back to blocks from another tool [uBR] Fixed an issue where too many undo steps were necessary when coloring blocks [uBR] Transforming blocks now leaves the color untouched if no color is selected [uBR] Fixed Turret Factory Supplier's goods being all "nil" on reload [uBR] Fixed Exotic+ Avorion turrets dropping in starter regions
  15. It doesn't concern regular factories, only turret suppliers and turret factories.
  16. Thanks for reporting, should be fixed soon.
  17. I wonder whether that typo was intended? :P ;) Nope, it's fixed now, thanks! ;)
  18. Note: Patch is not live yet. Patch is live on beta!
  19. Patch 0.29 Date: November 19th, 2019 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'. Existing Saves "IMPORTANT: This concerns existing saves! The galaxy generation algorithms have changed and sectors visited BEFORE the update still have the factories of the old algorithms. This means that the supply/demand prediction will mismatch around those sectors. You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself. But, if you've been thinking about starting a new playthrough anyways, now would be a good time." Technical Background "In order to make these changes happen, we had to do some major restructuring of the procedural generation algorithms. We are now able to reliably predict most of the content of a sector, without having to generate it (thus saving a lot of performance). This is probably mostly important for modders, but it's going to help us a lot with development in the future. Yay!" Implemented reliable prediction of what will be generated in a specific sector Implemented reliable prediction of which productions (and thus factories) there will be in a specific sector Economy "We revamped the economy so that factories create a perceptible supply and demand. This supply and demand is regional and will directly influence the prices of goods. High demand -> low prices and vice versa. Most importantly: You can influence this by founding or destroying factories!" Factories create a supply and demand area of 25 sectors around them for the goods they require and produce Consumers create a (less strong) demand area for the goods they buy Sellers create a (less strong) supply area for the goods they sell Supply and demand influences the prices of goods When supply is high, prices drop When demand is high, prices rise Impact of a factory on supply/demand doesn't influence their own prices [*]Added querying of supply and demand to Trading System Upgrade (details: see below) [*]Supply and demand rates influence the prices of all stations in a sector [*]Founding (or destroying, hehe) a factory or mine will impact supply and demand (and thus prices) of nearby sectors [*]Added tags to goods: Basic, Industrial, Technology, Military, Consumer [*]Added specialized regions where mostly Industrial, Technology, Military, Consumer goods are produced [*]Added specialized sectors that produce only a single good to mix up supply and demand [*]Trading Posts no longer buy a random range of goods, but instead a sample of goods that are being traded in the nearby vicinity Goods that are traded a lot (high supply and demand) have a higher chance to appear in a Trading Post Trading Posts now both buy and sell the same goods [*]Added a turret factory supplier station that sells turret parts Balancing "With the prices of goods being influenced by supply and demand, we want to shift balance more towards that and away from the randomness that it was before. We also made some changes to some goods and how and where they're available to enable a healthy economy." Changed the range of goods that consumer stations buy to create a more reliable supply & demand Reduced factory lowest and highest personal, random price factors (+/-30% to +/-10%) Reduced influence of relations on trading good prices (15% to 5%) Trading good prices are now dependent on supply and demand in surrouding regions (+/-30%) Prices are now influenced as follows: Stock: -10% to +10%, full vs. empty Relations: 0% to +/-5%, neutral vs. allied (plus/minus in favor of player) Relations: +/-90% to 0%, hostile vs. neutral (plus/minus not in favor of player) Supply Demand: -30% to +30%, depending on high demand/supply (high supply: prices drop, high demand: prices rise) Factory Base Price: -10% to +10% (random for AI factions, configurable for player) [*]Factory base price influences the general price range of your factory (buy AND sell prices) [*]Factory base price influences the amount of buying/selling traders that will visit your station High base price: More traders that sell at your station, Low base price: More traders that buy at your station Note: The base price mechanic was not changed, it's just listed for the sake of clarity [*]Increased size of Energy Cell to 1.0 (from 0.5) [*]Decreased size of Water (1 to 0.35) [*]Reduced amount of Energy Cells produced in a single batch (40 to 25) [*]Reduced randomness of turrets and upgrades [*]Force turrets now vary less in power and scale with tech (can now be up to 5x as strong as before) [*]Reduced price of Shield Reinforcer and Transporter Software [*]Increased loot dropped by big pirate ships [*]Increased time between headhunter spawns Difficulty Changes "We're changing the difficulty settings. We got a lot of feedback telling us that the game is too easy, and we saw that the current 'Insane' difficulty is actually more of an 'Expert' mode. At the same time we know that we have a few difficulties that seem arbitrary. We're fixing this now. Please note that a lot of these changes are still experimental, and we will adjust them based on community feedback." Renamed "Difficult" to "Expert", "Hard" to "Hardcore" "Expert" is going to be the same as the current "Insane" difficulty Adjusted AI ship damage reduction (which is there to make one-to-many-ships combat more fair and fun): Beginner: Damage Reduction remains at 97.5% Easy: Reduction down (92.5% to 90%) Normal: Reduction down (80% to 70%) Veteran: Reduction down (60% to 40%) Expert, Hardcore, Insane: No more reduction [*]Normal & Below: Protection against too bad initial relations with immediate neighbors Ship blocks are protected from breaking off as long as the ship's total HP are above a certain threshold No breaking until ship reaches HP: Veteran: 80%, Normal: 40%, Easy: 20%, Beginner: 0% [*]Veteran & Up Meaner Enemies: Enemies will take more advantage of long range weapons (should they have any) Increasingly improved chance to get a better loot drop rarity [*]Expert & Up Mean Enemies: Enemies will take full advantage of long range weapons (should they have any) and stay at a distance if they can Other factions will have increasingly worse initial relations to the player Your own ship's blocks can break immediately on hit, not just after its health going below a certain threshold [*]Harcore & Insane Perma-Destruction: No Reconstruction Tokens, no Insurance. Once your ship was destroyed, it's gone for good - including upgrades & turrets Once you switched down from Hardcore or Insane, going back up is no longer possible [*]Added detailed explanations in menus about the exact impact of the various difficulty levels [*]Game difficulty is adjusted on first load, to avoid unpleasant surprises Trading System Upgrade "This thing just gained a lot more meaning. Use it to view a sector's supply and demand and find good locations to found your factories!" A Trading System of Exceptional or higher can query local supply, demand and prices of goods from the galactic trade network Exceptional: Query supply and demand in current sector Exotic: Query supply and demand of nearby 15 sectors (visible on Galaxy Map) Legendary: Query supply and demand of nearby 25 sectors (visible on Galaxy Map) [*]When using an Exotic or Legendary Upgrade, you get new UI elements on the Galaxy Map [*]Prices can be viewed as a coloring of nearby sectors from cold (-30%) to hot (+30%) [*]Supply and demand can be viewed as a coloring of nearby sectors from cold (high demand) to hot (high supply) [*]Improved tooltips of Trading System Upgrade [*]Added a detailed supply/demand overview tab for current sector Factory Configuration UI "This menu definitely needed some love. You can now see a detailed overview of what's going on, and how much money it already made (or burned)." Reworked layout of Configuration UI Renamed "Price Margin" slider to "Base Price" as that's what it actually does Added an exact outline about the factories' production, including all goods and parallel productions Added overview about influence on prices through nearby supply/demand Added overview about money gained/invested by the factory Added many tooltips for better clarity Sector Maps "This is a feature we have long wanted and it basically came for free with the reliable prediction of sectors. Enjoy!" You can now buy maps of a faction's territory at their Equipment Docks There are maps for a single quadrant of a faction's territory or their entire territory (allies only) Traveler's Quadrant Map: Reveals gate connections in the faction quadrant Explorer's Quadrant Map: Reveals faction sectors in the faction quadrant Faction Quadrant Map: Reveals all sectors, including stations in the faction quadrant Faction Territory Map: Reveals all sectors, including stations in the entire faction territory UI "Upgrades now stack, we removed the $ sign for the ¢ sign (because - ¢redits), and made some smaller adjustments & improvements to the UI." System upgrades can now be stacked in inventory Added the ability to highlight supply & demand and price devitations on Galaxy Map Replaced textual occurrences of "Credits" and "$" with the "¢" character Renamed "Organize Goods" mini-mission to more correct "Procure Goods" Loading Screen: Added new hints and reworked hints to fit new economy system Implemented scrolling by typing in ComboBoxes General improvements to trading UI formatting Trading goods are now sorted alphabetically in UI Increased icon size of useable items and vanilla items Sorting by rarity no longer separates upgrades and turrets from each other Reduced size of top-right buttons Buttons added via script are now highlighted until they're mouseovered Ships Tab is now sorted by Entity Type (Station vs. Ship) Added warning message when player sells his ship at scrapyard Player is now moved into drone before their ship is sold at scrapyard Added a server-global message when Wormhole Guardian respawns Scripting API [server:]set/getGlobal() functions now support tables Moved several sector scripts to a new "sector/background/" folder Added more tags to civil ships to distinguish freighters, miners and traders Renamed global function "getSectorSeed" to "SectorSeed" Renamed global function "getGameSeed" to "GameSeed" GalaxyMap: Added new properties to control visualization GalaxyMap: Added a new custom color layer for showing custom colors Rect: Added a "center" property Increased the amount of async lua worker threads to 4 Renamed "onEntityCreate" sector callback to "onEntityCreated" SectorView: Extended API a lot GameInput: Added various functions for key pressing/releasing checks Rarity: Added a "type" property Galaxy: Added aiFactionExists() allianceExists() playerExists() functions Galaxy: Server-Global Scripts can now be added to Galaxy This moves data/scripts/server/server.lua to data/scripts/galaxy/server.lua [*]Added some docs to init.lua scripts [*]Added docs for callbacks still happening after callbacks were unregistered Server Adjusted warning message when scripts can no longer be found to not confuse players with minor errors Bugfixes "As always, bug fixes marked with [uBR] stem from bug reports we got from users. Thank you so much for helping and keep it up! :)" Corrected "Aluminium" to "Aluminum" Corrected "Silicium" to "Silicon" Fixed an issue where Oil Rigs would not count as mines Fixed an issue where Mineral Extractors would be counted as mines Fixed an issue where "Petty" rarity fighters and turrets were displayed as "Common" Fixed an issue where cargo and crew shuttles were displayed with "Petty" rarity Fixed several issues with factories not buying/selling from your own ships when buy/sell from others is unchecked [uBR] Fixed several issues with AI ships docking [uBR] Fixed an issue where relations of a faction to itself were changeable [uBR] Fixed an issue where Docks were highlighted for docking when inside station [uBR] Fixed an issue with head hunter attacks happening in neutral zones [uBR] Improved behavior of scrapyard reputation loss when fighting in a scrapyard sector and hitting the just-destroyed ship [uBR] Fixed an issue where there were smuggling controls while in your own sector [uBR] Pirates no longer attack their own sectors [uBR] Fixed an issue where Fighter AI doesn't attack newly turned hostile entities (i.e. Xsotan) when on defend [uBR] Improved behavior of player-owned, AI-piloted ships firing torpedoes [uBR] Fixed an issue where inventory selections flickered when hovering recent items Fixed some issues with wording of several texts Fixed some hangs in server during script callbacks
  20. There were several improvements to traffic on the latest update on the beta branch, especially considering fighters and position updates. Traffic should have gone down by a lot. If not, then please file a bug report with steps to reproduce!
  21. koonschi

    Patch 0.27.1

    Patch 0.27.1 Date: November 6th, 2019 Bugfixes [uBR] Fixed some events starting even though game is paused Fixed an issue with remote sector calls crashing the server [uBR] Crew payment timer is only reset to 0 on payment or destruction, no longer on crew leave [uBR] Fixed upgrades sometimes being invisible in system upgrade overview [uBR] Fixed some issues with ship AI and docking to stations Fixed possible server hangs on login
  22. We're fixing crashes with each update, but most of the time those aren't linked to anything specific that the majority of players realize. So we don't put each single potential crash fix in the notes. It would only say "Fixed a crash" anyways.
  23. Thanks for reporting, this should not happen!
  24. Thanks for the info, we'll look into that. How many players are registered on your player, and does the increased traffic come up for a single player already?
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