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Ny

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  1. Ny

    Q & A Combat Update II

    Hey everyone, we're glad to see so much excitement about the upcoming Combat Update II! We've been getting a lot of questions and speculation about how exactly it's going to work so here's a little Q & A for you to make things clearer: Q: Oh boy, all my ships look terrible, I usually use ships from the workshop and I'm really not that excited about building anyway, now I have to build my guns, too? A: Don't worry, turrets still work the way you're used to. You still have to buy or loot turrets and you can simply install them on your ship just as you always have. The turret building mode will just give you the additional option to build a turret design to match your ship. You'll also be able to download turret designs from the workshop or get workshop ships with matching turrets. Q: Is it only cosmetic or is damage, range etc. scalable with size/form of the turret? A: It's mainly cosmetic - the idea is to let you build turrets that match your ships, not to rework the way weapons work completely. You have to equip a turret in your design for it to work. The same design can become a chain gun or lightning turret, depending on what you put inside. However, the size of your design does have an effect on the turret scale. If you build a size 1.5 turret, you can't equip a size 2 turret in it. Though you can use turrets that are smaller than 1.5. Q: So how is looting going to work? A: It will work exactly as it used to. Ships will still drop all the different kinds of turrets they do now. You collect them and either build them directly onto your ship or onto a turret base to activate one of your turret designs. You won't be able to loot other people's designs but you can download them from the workshop. Q: Is there going to be a cap on the block count like there is with fighters? A: Yes, due to performance reasons, a single turret can only contain a maximum of 250 blocks. The same is true for coaxial weapon designs. Q: So how exactly is it going to work? A: When you're in build mode, you'll be able to switch between ship building and weapon building and in the build mode for weapons, you'll have a choice between turrets and coaxial weapons. All weapons will be connected to the ship via a base and to enter the weapon's build mode, you have to select a base you want to modify on your ship. Once you leave the weapons build mode, you have to build a turret onto the base to activate your design. Inactive designs will not be visible when you're not in build mode. A turret consists of three parts: the base, which is connected to the ship, the body, which is able to turn sideways, and the barrels, which can move up and down. Each part will have a bounding box. You need to stay inside the bounding box or your design becomes invalid. Since the saved ships menu can get pretty crowded with all your ship and turret designs, autosaves and workshop subscriptions, we're adding a folder structure that lets you impose order and keep track of everything. Most of the features we want for Combat Update II are ready. We still need to add a few things, do some play- and usability testing, maybe rework a couple of things if we find any problems, fix any major bugs that crop up, and then we'll be ready to start beta testing. So far things are going smoothly. If no major problems come up, you'll get to try it soon! So long, have fun!
  2. [Deutsche Version siehe unten] Hey Everyone, It's been a while since our last update so we thought it about time to let you know what we are currently working on! Some of you have already seen the screenshot of the promised turret building mode on twitter. For all who missed it, here is another peek at it :) While the update is coming along nicely, there is still some polishing left to do and we've been working on bugfixes for 0.17 as well, since we released our crash reporter on the beta branch. Next we'll tackle coaxial weapons which you'll also be able to design yourself, using the turret building mode. Additionally, there are going to be a few changes to the ship building mode: Starting with the Combat Update II you can optionally pause the game when you're building in single player so you can focus on your designs without interruptions from pirate attacks. Besides these features, you can also look forward to a rework of collision damage, that will make it feel more natural. Until then, have fun! [German Version] Hallo Leute, Nachdem unser letztes Update schon eine Weile her ist, wollten wir euch mal wieder wissen lassen woran wir gerade arbeiten! Einige von euch haben bereits das erste Bild von unserem neuen Turmbaumodus auf Twitter gesehen aber für alle, die es verpasst haben, gibt es hier noch ein paar Bilder :) Das neue Update nimmt Form an! Als nächstes wollen wir uns um die versprochenen Koaxialwaffen kümmern, die ihr dann ebenfalls im Turmbaumodus selbst entwerfen könnt. Außerdem arbeiten wir weiterhin an Bugfixes für 0.17 seit wir unseren Crashreporter auf dem Betabranch veröffentlicht haben. Zusätzlich zum Design von Türmen wird es mit dem Combat Update II noch ein paar weitere Änderungen am Baumodus geben: von da an gibt es im Singleplayer die Option, dass das Spiel pausiert wird solange ihr im Baumodus seid. So könnt ihr euch ganz auf euren Schiffsentwurf konzentrieren ohne von Piratenangriffen unterbrochen zu werden. Außerdem könnt ihr euch auf eine Überarbeitung des Kollisionsschadens freuen, nach der sich dieser natürlicher anfühlen wird. Bis bald und viel Spaß!
  3. Does that happen to you at all Equipment Docks, at all stations or only at some? Is anybody else having this problem? It works fine for me so I haven't been able to reproduce it.
  4. Thank you both for reporting this. We are looking into it.
  5. Thank you for the info. We'll be looking into it.
  6. We're working on it but don't have an eta yet.
  7. We are happy to announce the winners of our X-Mas Fighter Building Contest: 1st Place Christmas Tree by Fichom http://steamcommunity.com/sharedfiles/filedetails/?id=1244056544 2nd Place STCL-01 'Giftbringer' Light Attack Fighter by aots http://steamcommunity.com/sharedfiles/filedetails/?id=1243846876 3rd Place MEC 'Polar Express' Cargo Vehicle by Velvet http://steamcommunity.com/sharedfiles/filedetails/?id=1243566137 All entries to the contest can be viewed by selecting the "X-Mas Fighter Contest 2017" tag in the workshop. Make sure to check them out! There were so many amazing builds that we had a really hard time selecting the winners. A big thank you to all the participants for sharing those beautiful fighters with us! [German version] Hier sind sie, die Sieger des Weihnachts-Raumjäger Bauwettbewerbs: 1. Platz Christmas Tree von Fichom http://steamcommunity.com/sharedfiles/filedetails/?id=1244056544 2. Platz STCL-01 'Giftbringer' Light Attack Fighter von aots http://steamcommunity.com/sharedfiles/filedetails/?id=1243846876 3. Platz MEC 'Polar Express' Cargo Vehicle von Velvet http://steamcommunity.com/sharedfiles/filedetails/?id=1243566137 Alle Abgaben können im Workshop durch Auswahl des "X-Mas Fighter Contest 2017" Tags betrachtet werden. Schaut sie euch an! Es waren so viele tolle Bauwerke dabei, dass es uns echt schwer gefallen ist die Sieger zu bestimmen. Ein ganz großes Dankeschön an alle Teilnehmer, dass ihr diese wunderbaren Raumjäger mit uns geteilt habt!
  8. Ny

    Happy New Year!

    Hey guys, We hope you all have a great 2018! We’re back from spending the holidays with our families and are now putting the final polish on part I of the Combat Update. We’re also working through a stack of bug reports that has piled up over the break. Thank you all for playing, testing, reporting and helping us to improve the game! In addition we’d like to thank everyone who participated in the X-Mas Fighter Building Contest. Your builds are creative, funny and beautiful and we’re having a lot of fun testing them! It’ll be a few days until we announce a winner because it’s a really tough decision. Have fun! [German Version:] Hey Leute, Wir wünschen euch allen ein tolles Jahr 2018! Nach einer kurzen Winterpause, in der wir die Feiertage mit der Familie verbracht haben, sind wir zurück im Büro und verpassen dem Teil I des Combat Updates den letzten Schliff. Zusätzlich arbeiten wir die Bugreports durch, von denen sich über die Feiertage ein paar angesammelt haben. Danke, dass ihr alle so fleißig spielt, testet, reportet und uns helft das Spiel noch besser zu machen! Wir möchten uns auch bei allen bedanken, die am Weihnachtsraumjäger Bauwettbewerb teilgenommen haben. Eure Werke sind wirklich kreativ, witzig und schön und wir haben jede Menge Spaß dabei sie zu testen! Bis wir einen Sieger ernennen können wird es noch ein bisschen dauern, da es eine wirklich schwere Entscheidung ist. Viel Spaß! Featuring: Top image: Xmas Light by ᖷ⅃0ᗡUUႱ Bottom image: Schneeflocke by hmun Skiing Santa - Fighter Blueprint by FriXioN Blitzen by William the Bat
  9. No limit this time around. If we get too overwhelmed by submissions, we may have to revise that for the next competition ;)
  10. It's time for the first ever building contest in Avorion: Build the coolest holiday themed fighter! How to take part? - Build a fighter - Upload it to the workshop between 0:01 25th December 2017 and 23:59 1st January 2018 (CET) - Use the X-Mas Fighter Contest 2017 tag - Make sure it’s public and not only visible to you - Add awesome screenshots to catch our attention! The Winners will be announced mid January on the official Avorion forum and on Steam. Good to know: Fighters can only have a maximum of 200 Blocks. They don’t need engines, thrusters or any other blocks needed for flight so you can put all the 200 Blocks into the visual design. Rules: - Only original work, no reposting of other people’s work. - Fighters have to be submitted with the contest tag between 0:01 25.12.2017 and 23:59 1.1.2018 CET - We will be featuring the winners on our social media platforms. By submitting a build to the workshop with the contest tag, you agree to us posting your screenshots or screenshots we make with your build. [German version] Es ist an der Zeit für den allerersten Bauwettbewerb in Avorion: Baue den coolsten Weihnachtsraumjäger! So nimmst du teil: - Baue einen Raumjäger. - Lade ihn im Zeitraum 0:01 Uhr 25. Dezember 2017 bis 23:59 Uhr 1. Januar 2018 (MEZ) im Workshop hoch. - Verwende den X-Mas Fighter Contest 2017 Tag. - Prüfe, dass er öffentlich und nicht nur für dich sichtbar ist. - Füge ein paar tolle Screenshots hinzu um unsere Aufmerksamkeit zu erregen! Die Gewinner werden Mitte Januar im offiziellen Avorion-Forum und auf Steam bekannt gegeben. Gut zu wissen: Kämpfer können maximal 200 Blöcke haben. Sie benötigen keine Triebwerke, Korrekturdüsen oder andere für den Flug benötigte Blöcke, so dass du alle 200 Blöcke für das visuelle Design verwenden kannst. Regeln: - Nur Originalarbeiten, keine Neuveröffentlichung der Schiffe anderer Personen. - Die Raumjäger müssen mit dem Wettbewerbs-Tag zwischen 0:01 25.12.2017 und 23:59 1.1.2018 MEZ eingereicht werden. - Wir stellen die Gewinner auf unseren Social Media Plattformen vor. Indem du einen Build mit dem Wettbewerbs-Tag im Workshop markierst, erklärst du dich damit einverstanden, dass wir deine Screenshots oder Screenshots, die wir mit deinem Raumjäger erstellen, veröffentlichen.
  11. Over the last weeks, we've been working hard on the Combat Update, and it's taking great shape! We did realize though, that there's a lot of content that we want to add, and it would take us a lot longer than anticipated to finish everything that we had in mind. Since we told you before that we want to do more frequent, but smaller updates, we're going to split this update into two parts: Combat Update Part I Along with the usual bugfixes and QoL changes, this part will be containing one big new feature: Torpedoes! Since the purpose of this update is mainly to make combat more interesting and engaging, you (and the AI as well!) will be able to equip your ships with this high range, high damage but also high price weaponry. Torpedoes can be shot down, if you react fast enough, but if you don't, prepare yourself for some serious damage. Alongside torpedoes, we're adding the specialized ships that we already announced in the last update. There will be ships that are especially strong against shields, hull, fighters, and so on. In order to be successful in combat you'll have to make sure that your strategy includes getting rid of these specialists first, before they take advantage of your weak points. The last big features with this update will be more specialized weapons, giving weapons more specific roles, as well as improved control over your ships that are far away. You'll be able to travel into sectors where you have stationed ships, so that you can give orders more effectively and don't have to warp all the way back to just tell your miner to change sectors. Combat Update Part II In part II we're going to address more visual issues. You can, amongst other things, look forward to coaxial weaponry and player-created turret visuals! Have fun! [screenshot: All of the reworked weapons firing. (Workshop ship by TESLA)] [German Version] In den letzten Wochen haben wir hart am Combat Update gearbeitet, und es nimmt eine großartige Form an! Wir haben jedoch festgestellt, dass es eine Menge Inhalte gibt, die wir hinzufügen wollen, und es würde länger dauern als erwartet um alles, was wir uns vorstellen, fertigzustellen. Da wir euch versprochen haben häufiger kleinere Updates zu machen, werden wir dieses Update in zwei Teile aufteilen: Combat Update Teil I Neben den üblichen Bugfixes und QoL-Änderungen wird dieser Teil ein großes neues Feature enthalten: Torpedos! Da der Zweck dieses Updates hauptsächlich darin besteht, den Kampf interessanter und fesselnder zu gestalten, werdet ihr (und auch die KI!) in der Lage sein, eure Schiffe mit dieser Waffe mit hoher Reichweite, hohem Schaden, aber dafür auch hohem Preis, auszustatten. Torpedos, die auf euch geschossen werden, können zerstört werden, wenn ihr schnell genug reagiert, aber wenn ihr es nicht tut, bereitet euch auf ernsthaften Schaden vor. Neben den Torpedos kommen die Spezialschiffe hinzu, die wir bereits letzte Woche angekündigt haben. Es wird Schiffe geben, die besonders stark gegen Schilde, Hülle, Raumjäger und so weiter sind. Um im Kampf erfolgreich zu sein, müsst ihr eure Strategie so anpassen, dass ihr diese Spezialisten loszuwerdet, bevor sie eure Schwachstellen ausnutzen. Die letzten großen Features in diesem Update werden spezialisiertere Waffen und sowie eine verbesserte Kontrolle über eure weit entfernten Schiffe sein. Ihr werdet in Sektoren reisen können, in denen ihr Schiffe stationiert habt, um effektiver Befehle erteilen zu können und nicht den ganzen Weg zurückreisen zu müssen, um euren Berbauschiffen zu sagen, dass sie den Sektor wechseln sollen. Combat Update Teil II In Teil II werden wir uns mehr mit visuellen Themen beschäftigen. Freut euch unter anderem auf koaxiale Waffen und selbstdesigneteTurm! Viel Spaß! [screenshot: Schiff feuert alle überarbeiteten Waffen. (Workshopschiff von TESLA)]
  12. Hey Xtreme, the game is released through Steam: http://steamcommunity.com/app/445220 You need to register there to get an account and then you can buy the game there.
  13. Ny

    News: Dev Progress

    Hey guys, just wanted to let you all know what we are currently working on. When developing a game, there is a lot of internal work, that players don't see directly but which still benefits them indirectly. For example, we have recently added a better crash detection and automated reboot to our test server, which will help us speed up debugging and free up resources that were previously spent on manual reboot (both time and mental energy of developers) that can now be invested in more important tasks. Something new we've been working on are asynchronous calculations of ship stats to increase the performance of the game when ships lose parts in a fight or are changed in build mode. So far this would cause stuttering when large ships were involved because recalculating the stats takes longer the larger the ship is. In the future, this calculation will take place in a separate thread, updating the stats as soon as the calculations are done. Using this method, we were able to reduce the time it takes to place a block on a large ship of more than 75 000 blocks from roughly 800 ms (> 50 frames) to about 70 ms (~ 4 frames). We're also adding two new types of factories for producing raw oil and coal respectively to complete the production chain for turret crafting (sorry for the oversight!). So far these goods needed to be obtained by trading but soon you can be self sufficient when building turrets for your empire! While the Economy Update is on the Beta Branch, bug fixing and testing takes up a large portion of our time right now. Have fun! [German version] Hey Leute, hier ein kurzes Update darüber, woran wir gerade arbeiten. Bei der Entwicklung eines Spiels fällt jede Menge interner Arbeit an, die die Spieler nicht direkt sehen, von der sie aber indirekt profitieren. Beispielsweise haben wir unserem Testserver vor kurzem eine bessere Crash-Erkennung und einen automatisierten Neustart hinzugefügt. Das wird nicht nur das Debuggen beschleunigen sondern stellt auch Ressourcen zur Verfügung, die zuvor für den manuellen Neustart benutzt wurden (sowohl Zeit als auch geistige Energie der Entwickler), die nun in wichtigere Aufgaben investiert werden können. Etwas Neues, an dem wir gerade arbeiten, sind asynchrone Berechnungen von Schiffseigenschaften. Damit lässt sich die Leistung des Spiels erhöhen, wenn Schiffe in einem Kampf Teile verlieren oder im Baumodus verändert werden. Bisher konnte dies zu Stottern führen, wenn große Schiffe beteiligt waren, weil die Neuberechnung der Eigenschaften umso länger dauert, je größer das Schiff ist. In Zukunft wird diese Berechnung in einem separaten Thread stattfinden, der die Eigenschaften aktualisiert, sobald die Berechnungen abgeschlossen sind. Mit dieser Methode konnten wir die Zeit, die benötigt wird, um einen Block auf einem großen Schiff mit mehr als 75.000 Blöcken zu platzieren, von ca. 800 ms (> 50 Frames) auf ca. 70 ms (~ 4 Frames) reduzieren. Außerdem sind wir gerade dabei zwei neue Arten von Fabriken für die Produktion von Rohöl und Kohle hinzuzufügen, die die Produktionskette für den Bau von Türmen vervollständigt (sorry, dass wir das übersehen hatten!). Bis jetzt mussten diese Waren durch Handel erworben werden, aber bald könnt ihr euch völlig selbstständig machen, wenn ihr Türme für euer Imperium baut! Während das Economy Update auf dem Beta-Branche ist, nehmen Bugfixen und Testen einen großen Teil unserer Zeit in Anspruch. Viel Spaß!
  14. The Economy Update introduced a way to improve player relations via the trading system. It's on the beta branch right now. Hopefully we'll be able to move it to the stable branch soon.
  15. It might be that the ship design was too big and crashed your client. If that is the case, you could provide another player with admin rights, send them to the sector you were in and delete the ship. You should be able to get back into the game then. However, I can't tell you for sure if that is the problem without more information. - Can you start a SP game with the same seed and jump into the same sector? Does that work or does it crash as well? - Are other players on the server able to reach the sector? - Did other players get disconnected as well or was it just you? - Please post: - the specs of your server - the client log - the server log when you try reconnecting and get stuck on the loading screen What exactly do you mean by ingame mods? Do you mean system upgrades? Or do you play a modded game? But I guess you woulnd't specify them as ingame then.
  16. Hi Fenix17, welcome to the forum. There are no plans to release a new demo. However, if you want to know what the game looks like at the moment, you should watch a recent "Let's Play" video. You can also have a look at the patch notes to see what has changed since the demo. Avorion will not become a MMO nor will there ever be a subscription fee or in-game micro transactions.
  17. Try deactivating the steam overlay and make sure you have the latest driver for your GPU (check AMD page). If that doesn't help, please post the entire log.
  18. There is a bug report about this behavior in this thread: steamcommunity.com/app/445220/discussions/1/1489987634021370405/ . We're still waiting for instructions on how to reproduce it. If anyone knows, please post there.
  19. We found the cause. It will be fixed in the next update.
  20. Any reason to not call them back if you don't want them doing anything?
  21. Yes. Xsotan are dangerous in larger groups. But a single Xsotan is weaker than a single pirate.
  22. actually they are randomly generated and not saved anywhere. sorry :(
  23. Really? Where does it say that? This caused quite a stir in the office because licenses aren't supposed to expire since the devs thought it would be too annoying... so if they really do, we'll have to fix that. Are you sure about this or did you accidentally move into the territory of a faction for which you don't have a license?
  24. Hey everyone, the Multithreading Update has been on the beta branch for a few days and everything looks great so we have moved it to the stable branch. You can find the full patch notes here: http://www.avorion.net/forum/index.php/topic,3804.0.html For more information about the Multithreading Update see here: http://www.avorion.net/forum/index.php/topic,3802.0.html Please let us know if there are any problems. As always we are grateful for your help! Have fun!
  25. Hey Imss1944, are you still having this problem or have you gotten it to work in the meantime? If so, did you do something different? Cheers, Ny
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