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Beta Branch Patch 0.16.4 Patchnotes


koonschi
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  • Boxelware Team

Patch 0.16.4

 

Date: March 19th, 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

  • Added basics for usable items
    • Usable, scripted items are now possible
    • Usable items can be used with Double-Click or Right-Click

    [*]Added a new usable item: Energy Signature Suppressor

    • Energy Signature Suppressors can be used to shield a sector's energy signatures
    • Sectors which's energy signatures are shielded won't be attacked by persecutors
    • Suppressors are active for 10 hours of playtime
    • Suppressors can be bought at NEWLY GENERATED Equipment Docks

UI

  • Added a warning window for applying ship plans with large block counts
  • Added context menus for right-click on inventory items
    • Mailing items can be done with RMB now
    • Destroying items can be done with RMB now

Scripting API

  • A new script template type for usable items was introduced

Bugfixes

  • [uBR] Fixed an issue that led to crashes when deleting a selection of blocks while mirroring is enabled
  • [uBR] Fixed an issue that led to torpedo tab crashing the game

 

Edit: Whoops, something definitely went wrong here - fixed now! Ahem...

 

 

 

Edit: Hotfixes 20-03-2018

  • [uBR] Fixed an issue that led to transfer fighters menu breaking due to bad mouseover event
  • [uBR] Persecutor follow-up dialog is now chat messages and no longer a dialog
  • Added sound for incoming hail

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So dispite (accidentally?) having the 0.16.3 patch notes posted here, there is some cool new stuff:

 

  • Usable/consumable Items
  • An hiding from Persecutor-structure/ship/satellite called "energy suppressor"
  • An utility Merchant selling above

probably some more that I missed while looking through the files

 

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can you please do something about the frequency of pirates firing their torpedo's when you enter a sector? by the time you've loaded in they've pretty much hit your ship.  And Point defense turrets are completely useless.  They miss 100% of the time.  Point defense lasers do 0 damage.  The only thing that seems to stop them(en mass if you have at least 15) are anti fighter turrets, but their range is so bad that the explosion still hits you for half value :/

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And Point defense turrets are completely useless.  They miss 100% of the time.

 

I have not experienced this issue. Point defense turrets seem to be quite effective in my time playing, but they WILL miss if you are rapidly turning your ship.

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I also have this problem, because my ship gets torped all the time and maybe stops one of them, but not the other. They usually fire all but they just dont really hit it. Mayne downscale the endgame torpedo-hp a bit? Because in the beginning, they're no problem. In the end, your going to have to repair all the armor you lost due to 2 headhunters lobbing torps at you

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The problem is kind of logical, made some testing, with 1600+ m/s TL 1 nuclear torpedoes and four exotic TL 1 PDCs on a Shihori: the target prediction seem to be off for torpedo targeting ???. Torpedoes beelining to the ship get destroyed very quickly, but those which curve almost always hit the ship (or get hit 0.1km from her).

Torpedoes not getting shot can also be caused on low-end machines by the "no damage because server overloaded" bug, as PDCs fire a lot of shots and some could be ignored but not the torpedo.

 

Bug: Researching PDCs cause either very few or no PDC results (tested with 160 exotic PDCs, got 32 legendary usual chainguns and no legendary PDC).

Other, minor bug: right-clicking on Research Tab opens up the new Mail/Destroy context menu.

 

Some good news: turrets put on Defensive Mode seem to stay on Defensive Mode after exiting the ship. PDCs still fired at the torpedoes during a purely remote test-duel. So ships can be escorted by PDC flak craft ;).

 

The "no damage because server overloaded" bug is still not fixed. More patience low-end computer users :) !

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Im getting really frustrated because i had headhunters spawn on me and i had 16 17,1dps factoryproduced pdc. I wasnt moving. There were 2 torpedoes per time, 8 in total. 1 got shot down and i was halfbroken down with my internals all open!? Dont know how but i would expect that that many shots should take down both, because this isnt fun anymore.

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Im getting really frustrated because i had headhunters spawn on me and i had 16 17,1dps factoryproduced pdc. I wasnt moving. There were 2 torpedoes per time, 8 in total. 1 got shot down and i was halfbroken down with my internals all open!? Dont know how but i would expect that that many shots should take down both, because this isnt fun anymore.

 

You had 16 separate PDC turrets, spread out around your ship? And torpedoes still hit you?

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Im getting really frustrated because i had headhunters spawn on me and i had 16 17,1dps factoryproduced pdc. I wasnt moving. There were 2 torpedoes per time, 8 in total. 1 got shot down and i was halfbroken down with my internals all open!? Dont know how but i would expect that that many shots should take down both, because this isnt fun anymore.

 

You had 16 separate PDC turrets, spread out around your ship? And torpedoes still hit you?

 

Yes and its not that the pdc are bad (17,1 dps) but they just dont hit. They are positioned in groups of four with 1 on both sides, the front and my top middle (have them too on my bottom but they were above me so those didnt fire). The dudes firing the torps were headhunters, so i did expect them to fire good torps, but even then? If it is indeed that they make a curve and thus are harder to shoot down, pls remove the curve or make the pdc able to also shoot the torps.

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Yeah curved torpedoes are hard for PDCs to shoot down. Try to either move closer to the pirates so they don't shoot torpedoes at all, or move further away so the torpedoes fly at you in a straight line, until some more refinements are made to them.

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Just make point defense turrets instantly obliterate a torpedo, since the trajectory prediction is so bad for them at the moment, it makes it impossible to actually play (and no, I am most definitely NOT on a low end pc) on servers running this when they're firing at 1 torpedo and you have 10 coming at you.  Also, no more than 3 torpedo using pirates in a sector.  PERIOD.  it's bull to enter a sector and have 8-10 locked onto you before you finish loading in. 

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Could you possibly add a different way to get standing with factions closer to the core, or make it so that shooting torpedo's that are fired at you, DON'T drop standing?  And please, reduce how frequent/max number of headhunters that can chase you in 1 sector, it's asinine that there is a sector in the game i'm in, where there are 18 headhunters(they weren't even spawned because of me) and no one can get to that sector for anything except the person who owns it, and they have the good turret factory but wont attack them in order to not have headhunters after them constantly.  no more than 3 hunters should ever be active in a sector, and no more than 1 time every 30 min.  it's stupid they appear every 3 friggin minutes.

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Yay, torpedo shooting shouldn't even count as reputation lost. In fact that should even count as reputation gain in compensation for damaging you (if diplomacy should be managing debts in terms of damage).

Becoming friends with a hostile faction has become straight-up impossible with the torpedo factor, unless one makes a stupidly huge ship with enough health to withstand all of the potential torpedo fire (taking into account some people reported one shot deaths with health in the 14 million mark, that some torpedoes penetrates shields, that an Avorion torpedo launcher contains 23 torpedoes, and there doesn't seem to be any limit to headhunter spawning apparently).

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For becoming friends with other factions, this is how i do it: on the border between a friendly faction and the hated one, i seek for hidden mass sectors. As long as those are on the territory of the allied faction,  enemy headhunters wont spawn. After selling asteroids you can go to their teritory and repeat there. However, you do need a friendly faction for that... or go, if inside the core, to a sector with lots of xsotan. Run from them, wait for headhunters to spawn. Then start killing the xsotan. As soon as torps are launched at you or there are no more xsotan left, go to the next sector and repeat. You need a fast ship for this though

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Becoming friends with a hostile faction has become straight-up impossible with the torpedo factor, unless one makes a stupidly huge ship with enough health to withstand all of the potential torpedo fire (taking into account some people reported one shot deaths with health in the 14 million mark, that some torpedoes penetrates shields, that an Avorion torpedo launcher contains 23 torpedoes, and there doesn't seem to be any limit to headhunter spawning apparently).

 

Torpedos are fine, players have tochange their playstyle.

 

Instead of rushing forward to the center you have to put some work into it. If you cannot withstand Torpedos try to understand how they work, how they are shot by your Pointdefences and whats is needet to improve your reputation with factions.

 

If you ask me, selling those Asteroids gives way to much money. Its a no brainer, everyone just keeps selling them instead of giving thoughts to building up a sector.

 

Thats boring!

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