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Beta Branch Patch 0.16.3 Patchnotes

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Patch 0.16.3

 

Date: March 14th, 2018

 

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

 

"Random dialogs popping up were quite the nuisance, we've improved this behavoir and added a hailing system where players can decide to answer calls or just reject them - with consequences though."

  • Added a hailing system where players can decide to accept a dialog or not
  • Adventurer hails instead of popping up a dialog
  • Anti-Smuggle ships start hailing before popping up a dialog
  • Added Point Defense Lasers
    • Point Defense Lasers behave similar to Point Defense Chainguns but are more accurate
    • Point Defense Lasers only turn up closer to the galaxy core

    [*]Improved turret AI to better aim at torpedoes

Balancing

 

"We've done some polishing on persecutors to no longer have them attack immediately and we've also given them some dialog. We still want them to be somewhat of a nuisance though, but you can get rid of them more easily now."

  • Improved behavior of persecutors
    • Persecutors now hail the player, with a timeout for not answering
    • Persecutors can no longer jump immediately after a player
    • Persecutors lose interest after 4 jumps of following the player
    • Persecutors no longer attack immediately, but try to get some protection money from the player

    [*]Reduced artificial jump calculation time by 50%

    • Note: Jump calculation time masks sector generation time - So it's very possible that on busy servers your calculation time may still be high.

    [*]Mining lasers and salvaging lasers no longer take up more than 3 slots

UI

  • Group sector switching hint is now displayed before all other sector switching hints to be more clear

Scripting API

  • Added script callbacks for torpedo launcher events

Bugfixes

 

"As usual, bugfixes marked with [uBR] are user bug reports. Thank you everybody for reporting and keep it up!"

  • [uBR] Fixed a crash when resolving intersections between entities
  • [uBR] Fixed an issue that led to hangars and torpedo launchers not being restored after server crashes
  • [uBR] Fixed an issue where Xsotan wouldn't turn aggressive when firing torpedoes
  • [uBR] Fixed an issue that, among other things, led to mining lasers no longer working and being counted as armed weapons
    • This will sadly not fix currently skewed weapons, that's simply not possible. Sorry guys :(

    [*][uBR] Fixed an issue where torpedoes could deal damage to ships in pvp-damage-free zones

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now if only you'd give us an option to turn off the annoying ass alliance resource/credit/item gain/loss, when we're not in an alliance ship...

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Your prosecutors shouldn't spawn on ships that are performing OUT OF SECTOR mining.  It's retarded.  It makes it impossible to do anything now, even WITH a ship that is outfitted enough to withstand attacks, due to them ALWAYS having shield bypassing torpedo's.  Your decision to make them THAT broken was a stupid one. 

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Your prosecutors shouldn't spawn on ships that are performing OUT OF SECTOR mining.  It's retarded.  It makes it impossible to do anything now, even WITH a ship that is outfitted enough to withstand attacks, due to them ALWAYS having shield bypassing torpedo's.  Your decision to make them THAT broken was a stupid one.

 

They won't spawn if your mining ship is strong enough to prevent the spawn.

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They won't spawn if your mining ship is strong enough to prevent the spawn.

 

They did, despite having a ship strong enough. 

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  • Added a hailing system where players can decide to accept a dialog or not

 

Read this as hauling at first. Happy and sad now.

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Would it be possible to add a way for players to buy torpedo's in bulk? Clicking the buy button repeatedly actually causes fps to stall each time one is purchased.  Same goes for loading them.  Serious fps issues while adding them to each launcher.

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Didn't you fix the bug a long time ago, where AI stations will have 0 storage for things? I'd post a picture but it's too large apparently, though if it lets me do a link i'll do a link.

 

https://imgur.com/3Ukrqqd

It's not 0 but near-0, but it still happens. Especially with Mobile Merchants and Smugglers (two smugglers out of five are just "useless").

 

The "no damage because server overloaded bug" is still not fixed, it even worsened, even enemy torpedoes do no damage. Have patience low-end computer users :) !

 

Mining lasers and salvaging lasers no longer take up more than 3 slots
Aww :-\. But I guess that's a good idea because coverage is important for fighting with salvagers, and huge mining lasers are cool but impossible to put on tiny "scavenger" ships :). (Maybe bellcurving slot amount probabilities be a solution ?)

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