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Fighter Update 0.14.4 Final Patchnotes


koonschi
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  • Boxelware Team

Patch 0.14.4

 

Date: September 29th, 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

Localization

 

"Thanks to our new platform http://translate.avorion.net and our many hardworking community translators we have finished the first community translations for Avorion. We'll update these translations as we go, and it's possible that a few sentences might not be perfectly translated or missing. If you find translation errors, you're invited to help translating the game into your own native language on http://translate.avorion.net. We want to thank all the members of the community who helped contribute to these translations and who helped improve Avorion! Thank you!"

  • Added support for new languages, these can now be selected in the game menu
  • Added language support for Chinese (Simplified)
    • Special thanks to Tarlafic for administrating the translation and translating the game into Simplified Chinese.

    [*]Added language support for Chinese (Traditional)

    • Special thanks to AikawaKizuna for administrating the translation and translating the game into Traditional Chinese.

    [*]Added language support for Russian

    • Special thanks to Kantor for administrating the translation and translating the game into Russian.

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.)
  • Inertia dampener blocks explode instead of shattering

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

Client

  • Client automatically sets graphics to low after a startup crash to ensure a successful next startup
  • Game is automatically paused in single player when pressing Escape key

UI

  • Updated german localization
  • System upgrades can no longer be favorited or marked as trash in systems tab
  • Added some more loading screen tips for fighter factory and hangar
  • Added more tips about fighters to loading screen

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
  • Added a /pause moderator command
  • Pausing only works when there is only one player on the server
  • Added a server configuration option to server.ini for pause
  • Added a server command line option for pause
  • Pause always works in singleplayer by default
  • Added filtering by name to /playerinfo command
  • Added a /destroy moderator command to destroy the currently selected object
  • Player to player damage can now be disabled server-wide
  • /ban, /unban and /give commands now work on offline players, too
  • Added /mute and /unmute moderator commands to prevent a player from sending chat messages
  • Added /ground and /unground moderator commands to prevent a player from doing hyperspace jumps

ScriptAPI

  • 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
  • Added getSectorCoordinates() function to Player
  • Added sendChatMessage(...) function to Alliance
  • Client script API forbids io and os libraries
    • Exception: os.time()

    [*]Added a playerToPlayerDamage property to ScriptServer

Bugfixes

 

"Bug reports by users are, as always, marked with [uBR]. Thank you guys for helping, testing and contributing. Keep it up!"

  • 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
  • [uBR] Fixed building mode closing (and not windows) when pressing Escape
  • [uBR] Fixed several performance issues in hangar when lots of productions are active
  • [uBR] Fixed an issue that led to durability of fighters degrading
  • [uBR] Fixed stolen cargo being picked up even though cargo bay is configured otherwise
  • [uBR] Fixed dumped cargo rotating strangely
  • [uBR] Fixed inventory selection item highlights sometimes being white boxes in fighter factory
  • [uBR] Fixed scrapyard licenses not running out for Alliances
  • Fixed a few issues that caused crashes when accessing Alliance members
  • Fixed a crash when ips.txt file is unavailable
  • [uBR] Fixed an issue with wrong display and selling price of several fighters
  • [uBR] Fixed an issue with the chat flood protection
  • [uBR] Fixed an issue where hull repair lasers don't work because they only hit the shield
  • [uBR] Fixed an issue where galaxy map would highlight all sectors when only a space was entered
  • [uBR] Fixed the engineer in the bottan quest spawning multiple times
  • [uBR] Fixed an issue that prevented proper building with the copy-paste tool
  • [uBR] Fixed an issue that let some blocks be unselectable for a while
  • [uBR] Fixed typo in german localization
  • [uBR] Fixed an issue where operation exodus wouldn't be accomplished when the Xsotan artifact is collected

 

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  • 3 months later...

Sorry for late post, i just startet over again after a break of 6 month. Thank you so much for this big step. This is how i like it, letting my people do the work, while i can do more importend things.  ;D

But one thing is not clear for me. At the fighter factory i noticed something strange. The turret damage is decreased to 30% as expected, but for rocket turrets, cannons and railguns the firing rate is changed as well. For every turret in a different way, which can lead to a dps decrease of factor 20, as i could see. And in some seldom cases the firing rate is increased. Is this intended?  ;)

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I have noticed the same thing, but this is why i guess: if you have insane fire rate, your fighters are going to be op. 1 problem: all of the fighters become laser or tesla fighters that do insane amounts of dps anyways... maybe its an idea to do it for burst fire and not overheating?

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