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Fighter Update Patchnotes


koonschi
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  • Boxelware Team

Patch 0.14

 

Date: September 12th, 2017

 

Fighter Rework

  • Fighters can now be produced in the hangar
    • Assembly blocks provide a production capacity per second (details see below)
    • Fighters require a certain production effort to be produced
    • A fighter with a required production effort of 20000 takes 100 seconds on a ship with a production capacity of 200 per second
    • A fighter will always take at least 60 seconds to be produced

    [*]Fighters can be assigned as a blueprint to a squad for production

    • This will destroy the fighter and enable production for the squad

    [*]Fighter production costs materials

    [*]Fighter pilots have a high chance of ejecting into space when their fighter is destoyed (95%+)

    • Higher level fighter pilots have a higher chance of ejecting (and thus survival)
    • Ejected pilots can be collected like loot

    [*]Added a new Assembly Block that speeds up the production of fighters

    • Higher material assembly blocks provide more production capacity
    • Higher level assembly blocks enable more simultaneous productions of fighters
    • But: For 2 simultaneous productions at least 2 assembly blocks are required (and so on)
    • Maximum number of simultaneous productions is 5

    [*]Fighters now dodge shots whenever they would be hit

    • Every fighter has 3 dodges per minute and 1 for every professionality level of their pilot
    • When a fighter dodges, it becomes invulnerable to shots for 1 second
    • When all dodges are used up, fighters have a 30% chance (+10% per pilot level, max 50%) of dodging shots
    • Fighters do sick loops and barrel rolls when they dodge a shot

Fighter Factory

  • You can now design your own fighters at a fighter factory
  • Combine a plan with 200 or less blocks (WIP, we might change that number later on) with a turret to get a fighter
  • Fighters will deal 30% of the damage that the turret dealt and take over all other stats of the turret (except for independent targeting)
  • Fighter stats can be assigned with + and - buttons
  • The amount of points available for the fighter depends on the rarity of the turret that was used
  • Depending on the used material, fighters will get boosts in several areas
  • Fighter Factories will spawn in newly generated sectors

Gameplay

  • Hangar now shows the amount of deployed fighters
  • No more fighters can be added to a squad if the squad is full and deployed
  • Added sounds for debris effects from last update
  • Fighters can now be transferred between ships
  • AI controlled ships only deploy fighters that match the target (miners for asteroids, etc.)

Balancing

 

"Before, fighters were very easy to destroy, so we let them deal as much damage as normal turrets. Now, since fighters are a lot harder to kill and a lot easier to obtain (and maintain!) we think their damage should be reduced."

  • Reduced firepower of combat fighters by 70%
  • Reduced mining DPS of fighters by 50%
  • Reduced prices of force turrets
  • Turret factory spawns more often

Server

 

"These are some of the first PvP configuration options that we want to offer server administrators. More will follow over time."

  • Added a configurable maximum limit of deployed fighters per player/alliance and sector

Scripting API

  • Entity can now also be created with strings that contain uuids
  • Added a custom SelectionItem that can be used in UI selections
  • Added an interface to FighterAI component to access current target, squad, orders and mothership of a fighter
  • Added an interface to FighterController component to access squad orders
  • Added a FighterOrders enum
  • Added a WeaponCategory enum

Bugfixes

 

"As usual, bug reports that were submitted by users are marked with [uBR]. Thank you for reporting and keep it up, everyone!"

  • Fixed a rare crash when some entities get deleted
  • Fixed a crash/hang in delivery mission
  • [uBR] Factions that are at war with players and that would attack anyways will no longer scan for stolen cargo
  • [uBR] Factions that are at war with each other send less traders into enemy territory
  • [uBR] Fixed cargo UI showing cargo with an amount of zero
  • [uBR] Fixed insurance paying when station founders are transformed into a station
  • [uBR] Fixed a few turret duping issues
  • [uBR] Added missing RCON config to server.ini
  • [uBR] Added missing script background threads config to server.ini
  • [uBR] Fixed quick spinning of ship after loading screen
  • [uBR] Fixed loading screen hanging after pressing space
  • [uBR] Fixed Xsotan AI inaggressive in some cases
  • [uBR] Fixed hangar shields not being scaled when scaling whole ship in building mode
  • [uBR] Fixed crew transfer gui showing wrong numbers after transferring crew
  • [uBR] Fixed Habitat, Casino and Biotope missing from trading overview
  • [uBR] Changed screenshot filenames to the same format as Steam
  • [uBR] Fixed fighters flying away instead of staying with the mothership when circling or defending

 

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Fighter pilots have a high chance of ejecting into space when their fighter is destoyed (95%+)

Why not design fighters as unmaned drones, while the pilot stay on the carrier and remote control the fighter.

Currently the fighters just operate at relativ close distance (far below 1 lightsecond) so even a EM signal with lightspeed don't got much latence.

 

 

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