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Patch 0.16.5 Combat Update - Patchnotes


koonschi
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  • Boxelware Team

0.16.5 - Combat Update I

 

Date: March 26th, 2018

 

These are the full patchnotes for the combat update, since the last major update on the default branch.

These include all changes from the beta branch, although we didn't list changes that only affected the beta branch, such as fixes for bugs that were introduced to the beta branch or balancing that happened on the beta branch.

 

Gameplay

 

"You can now switch to a sector with a ship/station of yours in it! Your current ship will stay where it is. Use this feature to easily command remote stations and ships without having to go all the way back. 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 "Switch to Sector" command that lets a player switch to several sectors on the map
    • Players can now switch sectors to their own ships, alliance ships and *online* group members

    [*]Increased refresh rate (and thus accuracy) of turrets

    [*]Added a "Defensive" mode for independent targeting turrets

    • Turrets in "Defensive" mode prefer torpedoes and fighters over other ships
    • The current ship stays where it is, only the player moves

    [*]Added a Search and Rescue mission event

    [*]Added a bulletin board mission to explore a sector

    [*]Added an upgrade that increases pickup range of loot

    [*]Stations now have upgrade slots

    [*]Ships of disbanded alliances can now be claimed by everybody

    [*]Turret and system upgrade loot now only despawn when there is no player in the sector

    [*]Fighters whose mothership got destroyed can now be commanded by all ships of the same faction

    [*]Implemented passing of time for resource depots when they are loaded from disk

    [*]Implemented passing of time for shipyards when they are loaded from disk

    [*]Improved combat AI of ships so they can use PDCs and Anti-Fighter turrets correctly

    [*]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 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

Point Defense Chaingun/Laser (PDC/PDL)

 

"Good defense against fighters, very good defense against torpedoes. You're going to want some of these when getting closer to the core!"

  • Added Point Defense Chainguns as a new weapon
  • Extremely fast turning speed
  • Very high fire rate
  • Non-scaling damage with tech level
  • Medium range
  • Always independent targeting
  • 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

Anti-Fighter Cannon (AFC)

 

"Specialized to fighters, especially in close-range combat."

  • Added Anti-Fighter Cannons as a new weapon
  • Very fast turning speed
  • Shoots projectiles that explode near the target and deal AOE damage
  • Lower reach than normal weapons
  • Deals fragment damage that's more effective vs. fighters and torpedoes
  • Always independent targeting

Torpedoes

 

"This is just the general gist of torpedoes, there's tons of changes to internals, mechanics, lots and lots of new UI etc., but we'll do you a favor and only list the most important things here."

  • Added Torpedoes
  • Torpedoes are always-seeking one-shot weapons that deal massive damage
  • Torpedoes must be bought at an Equipment Dock (looting them is planned)
  • Torpedoes are made up of a body and warhead
    • Torpedo body determines flight properties
    • Torpedo warhead determines damage, shield penetration and the like

    [*]Added a torpedo launcher block that launches torpedoes

    [*]Added a torpedo storage block for storing torpedoes

    [*]Each torpedo launcher block adds a new torpedo shaft to your ship

    [*]Torpedo shafts can be filled with torpedoes and assigned to hotkeys similar to turrets

    • Material of torpedo shafts determines how many torpedoes it can hold
    • Torpedo shafts have to be assigned to a weapon group in order to work!

    [*]If a torpedo barely misses its target, it will still explode and deal half damage

Turret Scaling

 

"Turrets now scale in size and slots, gaining more power and reach with every slot they use up. We've got a few special plans for more high-tier weaponry that will take up 5 slots and more. Stay tuned!"

  • Turrets increase in size, firepower, reach and slots, while firepower and reach scale with amount of slots
    • 2 slot turret: 2x damage, 115% reach
    • 3 slot turret: 3x damage, 130% reach
    • 4 slot turret: 4x damage, 145% reach
    • etc.

    [*]Maximum scaling depends on the kind of turret (example: PDCs never scale)

    [*]Turret rotation speed decreases with size

    [*]Turrets can now use up more than one slot

Enemy Specialization

 

"In order to spice up combat, we've added specialized enemies that will be very strong in their specific area, for example destroying your shields or fighting from long range."

  • Enemies are now more specialized and some will carry torpedoes
    • Defender (untouched): Stronger ship that spawns in normal sectors, to defend it
    • Carrier: Carries fighter squads, anti-fighter weaponry
    • Military Ship (untouched): Default ship with armed turrets
    • Torpedo Boat: Attack ship that carries normal torpedoes
    • Disruptor: Shield breaking or penetrating ship, can carry torpedoes
    • CIWS: Anti-Fighter, Anti-Torpedo weaponry
    • Persecutor: Strong attack ship with advanced torpedoes
    • Flagship: High HP, carries fighters, anti-fighter weaponry and strong weapons and torpedoes
    • Artillery Ship: Long range weapons and torpedoes

    [*]Added icons for specialization of enemies

    [*]Added icons for military ships and civil ships

    [*]Pirates have ship classes as well now

Weapon Specialization

 

"We've revamped the strengths and weaknesses of many weapons so they're more specialized. We won't go into super-deep details, but here's the general overview of how we rebalanced them. Some remain mostly untouched, while others have undergone bigger changes."

  • Kinetic Weapons' main purpose is to do damage to hull
    • Ranges from low to high: Chaingun, Bolter, Railgun
    • General behavior of these remains unchanged

    [*]Disruptor Weapons' main purpose is to deal massive damage to shields

    • Ranges from low to high: Tesla, Plasma, Lightning
    • Range of Tesla Weapons has been increased
    • Range of Lightning guns has been massively increased and their accurancy improved

    [*]Artillery Weapons do mixed damage from very high range

    • Ranges from low to high: Cannon, Rocket Launcher
    • General behavior of these remains unchanged

    [*]Defensive Weapons are meant for defense against torpedoes and fighters

    • Anti-Fighter Cannon (see above)
    • Point Defense Chaingun (see above)

    [*]Special Weapons:

    • Laser: Mid Range, 100% accuracy
    • Pulse Cannon: Mid Range, shield penetration
    • The general behavior of these remains unchanged

    [*]Short ranged weapons have rather low damage and accuracy, but a high turning speed can fire for a long time

    [*]Mid ranged weapons have average damage, medium turning speed and can fire for some time

    [*]Long ranged weapons have high damage, slow turning speed and rate of fire and overheat more quickly

    [*]Civil weapons, such as mining lasers, salvaging lasers and force guns remain unchanged

Further Balancing

 

"We've added some more changes to make it more difficult (not impossible!) to fly to the center without proper equipment or ships."

  • Turrets can no longer be built on holo blocks
  • Headhunters now spawn as persecutors with torpedoes
  • More pirates and more different pirates are being spawned now
  • Added persecutors that hunt players down when they go too deep into the galaxy without proper ships or weapons
    • Persecutors are disabled for Beginner difficulty

    [*]Reduced price of reconstruction site setting by 50%

    [*]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.

Server

  • Stopped AvorionServer from creating ~/.avorion and querying pwuid when --datapath is specified
  • Added a --hostgalaxy cmd line option similar to --startgalaxy, but that hosts a LAN game
  • Chat messages that are sent with the /say command (and others) have their own message type and stand out more
  • Added a config option to enable invincibility for player ships when players log out
    • This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds

    [*]Added a /difficulty command to change the difficulty of the server

Client & UI

  • Added a builk assign/unassign/dismiss UI for crews
  • Improved layout of trade invite window
  • Increased amount of time radar blips are visible on the map
  • Gate and wormhole lines to undiscovered sectors are faded out
  • Reduced maximum intensity of bloom
  • New inventory items are set to non-recent on mouseover, not click
  • Improved hit feedback (damage numbers)
  • Hit feedback displays dodges of fighters as well
  • Added dps, shots until overheating weapons for overheating weapons to tooltips
  • Added block penetration of railguns to tooltips
  • Added description for no shield damage to tooltips
  • Improved overview of crew salary in ship tabs
    • Salary is displayed by default
    • Salary is yellow when due

    [*]Added a "Press T to Enter" text when approaching a ship that can be flown

    [*]Added scrolling for ComboBox

    [*]Added numbers to different corner blocks to tell them apart by name

    [*]Increased visibility of turret overheating displayer

    [*]Added icons for home sector and reconstruction site

    [*]Added multi-key (Ctrl-F, etc.) key assignments

    [*]Improved layout of controll settings window

    [*]Added hotkeys for fighter commands

    [*]Turrets no longer lose their favorite or trash marker when built onto a ship

    [*]Added a combo box for the ingame game menu to change difficulty

    • Only in singleplayer or when you have the correct permissions on the server

    [*]Added borders to dropdown menus of UIComboBox

    [*]Added a pause key

    [*]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

Misc

  • Improved logging when a crash happens
  • Improved description clarity of "All Turrets" turret upgrade
  • Added community localization for Turkish
    • Thanks Corviuse for your hard work on the translation!

    [*]Added more debug logging output

    • Threads print out what they were last doing on crash and where (sector)
    • Threads print out when they're started and stopped

    [*]Chat window now prints messages to the console

Scripting API

 

"We're taking the first steps towards a more modular modding API and dynamic mod loading."

  • Improved and added missing documentation of several callbacks
  • Added getCurrentLanguage() function to client API
  • Added a new ServerInformation chat message type
  • Added torpedoes to API
  • Implemented init.lua scripts for player, entity and sector
  • Removed sector.lua script and moved its contents to init.lua scripts
  • Fixed addScriptOnce() function so it works when scripts aren't initialized yet
  • Implemented a script callback "onEntityJump" for when entities jump
  • Added a "transferEntity" function to Galaxy to easily move entities between sectors
  • GameSettings class is now available on both client and server
  • Difficulty enum is now available on both client and server
  • Added script callbacks for torpedo launcher events
  • A new script template type for usable items was introduced

Bugfixes

 

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

  • [uBR] Fixed an issue in whisp command for names with spaces
  • [uBR] Fixed several issues with hangar visuals
  • [uBR] Fixed an issue where the player didn't stay seated when transforming a ship to a station
  • [uBR] Fixed an issue where entities that don't belong to the player could be selected by dragging a rect in strategy mode
  • Fixed an issue where entities with faction index 0 were checked in the targeter for strategy mode selection
  • Fixed swapped line in screenshots
  • [uBR] Fixed several issues with spelling and typos
  • [uBR] Fixed an issue where wormholes to non-passable sectors could be created
  • [uBR] Fixed an issue where energy system would load battery with too high speeds
  • [uBR] Fixed an issue where the sun could shine through planets
  • [uBR] Fixed an issue where keybindings for mirroring were not taken from the config
  • [uBR] Fixed an issue where clicking a fighter in a squad would change the order of the squad
  • [uBR] Fixed an issue where buttons of hint windows could be placed outside the game window
  • [uBR] Fixed an issue where energy weapons fired even when disabled in energy tab
  • [uBR] Fixed an issue where UI of station docks wasn't rendered when in huge ships
  • [uBR] Fixed an exploit that allowed players to build negative-space ships leading to all kinds of glitches
  • [uBR] Fixed an exploit that allowed players to fly holo-only ships that were impossible to hit
  • [uBR] Fixed an issue where the hyperdrive was recharging while waiting in loading screen
  • [uBR] Fixed an issue that lead to one-way gates from start sector
  • [uBR] Fixed an issue where the turret factory ui showed stolen goods
  • Fixed an issue where the building stats UI started off at the wrong position
  • [uBR] Fixed an issue that lead fighters without motherships to attack gates
  • [uBR] Fixed an issue where beams of rotation locked turrets weren't rendered correctly
  • [uBR] Fixed an issue where launched fighters weren't transferred to the alliance with their mothership
  • [uBR] Fixed an issue where action music wasn't triggered for players in alliance ships
  • [uBR] Fixed an issue where turrets could be placed on hangar openings
  • [uBR] Fixed an issue that could lead to a crash when deleting official servers in "Join via IP"
  • [uBR] Fixed an issue when building two ships with the same name in a shipyard
  • [uBR] Fixed an issue where players in alliance ships didn't get some achievements
  • [uBR] Fixed an issue where player-owned stations could be exploited
  • [uBR] Fixed an issue where players and alliances could exploit stations
  • Fixed an issue where pulse conservation wasn't considered correctly when building
  • [uBR] Fixed an issue where salvaging and mining orders wouldn't remain over a server restart
  • [uBR] Fixed an issue where ingredients would get reset in turret factory after building a turret
  • [uBR] Fixed a rare crash when an object was moving and changing its bounding sphere (we've been looking for this one for a while, thanks to the Rusty Server Crew for helping us!)
  • [uBR] Fixed non-existing ship styles at alliance shipyards
    • Note: This only affects new alliances

    [*][uBR] Fixed an issue that caused one-way gates

    [*][uBR] Fixed an issue where the order of stations in the station founder gui wasn't stable

    [*]Fixed several client-sided crashes

    [*][uBR] Fixed an issue where wreckages in a stationwreckage sector had an active deletion timer

    [*][uBR] Fixed an issue where bonus stats in a turret factory would change when transferring it to the alliance

    [*][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 that led to crashes when deleting a selection of blocks while mirroring is enabled

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Why would you release this into stable, if it's still NOT stable, and NOT balanced? Pirates spawned in unknown sectors, should NOT consist of 2/3 of them having torpedo's, especially since they fire BEFORE you've loaded in, and by the time you load in, they're already 5km from hitting your ship.  Larger ships have 0 chance, and no time, to dodge.  You need to reduce their damage by a good 30% as well, because they're TOO strong when fired from AI ships.  Also, you need to fix PDC/PDL, as they still have a 100% chance to miss(PDC) and 0 damage(PDL), all on newly spawned ones.  Only way to fix this, is to either FIX them, or remove the torpedo's/PDC turrets entirely.

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It's effectively nice that the 0.16.5 is a little different from the 0.16.4. Lots of quality of life upgrades and bugfixes, especially "Fixed an issue where the player didn't stay seated when transforming a ship to a station", "Fixed an issue that caused one-way gates" (made the KaedeIizuka seed easier, by the way) and "Fixed an issue where UI of station docks wasn't rendered when in huge ships" !

 

Also' date=' pulse cannons, still no shield penetration.[/quote']

Yay, adding to the complaints: the "no damage because of overloaded server task priority" bug is still there so my campaign progress is still halted (and some other players might run into it soon enough) :(.

 

  • Added Point Defense Lasers

Also' date=' you need to fix PDC/PDL, as they still have a 100% chance to miss(PDC) and 0 damage(PDL), all on newly spawned ones.[/quote']

Oooh, now people can make Elite Dangerous'

! Cue battlecruisers almost unable to damage each other - for maximum effect, place generators so that destroying six visible ones would cause ship failure causing 'em to flee ;).

(They'd also be

a la Nexus: The Jupiter Incident, for sound mod makers :).)

 

Pirates spawned in unknown sectors' date=' should NOT consist of 2/3 of them having torpedo's, especially since they fire BEFORE you've loaded in, and by the time you load in, they're already 5km from hitting your ship.  Larger ships have 0 chance, and no time, to dodge.  You need to reduce their damage by a good 30% as well, because they're TOO strong when fired from AI ships.[/quote']

It may be fixed when cloaking comes around, a la EvE Online cynosural field.

Next torpedo balance complaints should include torpedo types, to see if a particular torpedo type is imbalanced or if it's just "godrolls". Antimatter does huge damage, but Kinetic also may have imba potential (I've heard tales of torpedoes going at 300 m/s and others at 9000 m/s, and 1-to-30 differential is largely enough to go from nuisance to instagib). Mash that R button !

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0.16.5 - Combat Update I

 

  • Added a config option to enable invincibility for player ships when players log out
    • This is only enabled for a ship when the player has been logged out for at least 30 seconds and the ship wasn't damaged in the last 30 seconds

     

 

 

In witch file I can config this or is this active by default?

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Also, any weapon with % chance to bypass shields, currently does not bypass shields at all no matter how many shots you take.  Tested and confirmed with 12 seeker launchers with 20% chance, and can sustain fire for 38 shots.  Not a single one bypasses shields.

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Also, any weapon with % chance to bypass shields, currently does not bypass shields at all no matter how many shots you take.  Tested and confirmed with 12 seeker launchers with 20% chance, and can sustain fire for 38 shots.  Not a single one bypasses shields.

 

Dude, there's another annoying thing: repair turrets CAN'T bypass shields! LOOOL So repair turrets are totally USELESS

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Dude, there's another annoying thing: repair turrets CAN'T bypass shields! LOOOL So repair turrets are totally USELESS

 

Talking about actual weapons genius.  Like when a weapon you get says "Has X% chance of penetrating shields," none of them will ever penetrate shields.  Most likely due to the same bug that is causing Pulse cannons(which have the HIGHEST % chance TO penetrate shields of all NON-TORPEDO weaponry) to never penetrate shields.

 

Side note:  Please Give us a way to get rid of/make use of Toxic Waste, without having to dump it in a sector and cause lag for the server.

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Talking about actual weapons genius.  Like when a weapon you get says "Has X% chance of penetrating shields," none of them will ever penetrate shields.  Most likely due to the same bug that is causing Pulse cannons(which have the HIGHEST % chance TO penetrate shields of all NON-TORPEDO weaponry) to never penetrate shields.

 

Can confirm this, weapons does not penetrate shields even when they should have a chance.

 

Side note:  Please Give us a way to get rid of/make use of Toxic Waste, without having to dump it in a sector and cause lag for the server.

 

Maybe you wanna try out the modpack manager web GUI to create your own mod to solve this.

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Side note:  Please Give us a way to get rid of/make use of Toxic Waste' date=' without having to dump it in a sector and cause lag for the server.[/quote']

There could be several ways to get rid of it... But too much complaints may slow the priority updates like the no-damage bug ! Making a suggestion post now !

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What is the point of the player made Trading Post, if AI ships will never buy anything from it that you place in it?  I can fill it with everything that the "buy" listing shows, but ships will never trade with it.  We should be able to request buy/sell, just like a normal station.  And we should be able to sell ANY item we choose to from it, not just a "set" RNG listing, since it's our own station...

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Since the update, none of my ships will deal, nor receive damage. I was even hit in my drone by bolter fire without damage. has anyone else had this issue?

 

Someone was saying it's an old bug that's resurfaced. I use railguns and there will be random enemy ships that I cannot damage. Especially the stick ships that normally spin wildly when you shoot them with something powerful; now the shots just pass through them as if they aren't there.

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