Boxelware Team koonschi Posted December 18, 2018 Boxelware Team Share Posted December 18, 2018 Patch 0.20.2 Date: December 18th, 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 "We've added some missing features that we still wanted to get in there, as well as some QoL improvements." Added escorting to map commands AI ships can now dock with stations over distance when they have functioning transporters Harvest state now leaves automatic turrets automatic if every turret in their group is also automatic Armed turrets are now used for salvaging Automatic armed turrets remain untouched and can be used to set independent orders, e.g. defend. Aggressive AI looks for enemies more carefully and swaps targets when it gets attacked Ships with players currently piloting them are no longer pushed away from stations Alliance map sectors are now timestamped and only updated if newer data (from a new member) is available Galaxy Map takes into account the timestamp of a sector info to show the most up to date info about a sector Player's ships' Patrol AI no longer attacks civil ships (Aggressive still does) Improved flight behavior of HarvestState UI Added more precise AI status descriptions for mining and salvaging Added hints for how to get more turret slots Added hints that unused upgrades can be installed (if possible) Updated german localization Added several missing icons Scripting API initialize(...) functions for Entity, Sector and Player scripts get an implicit variable "_restoring"when the initialize is called while restoring the script from disk, instead of when it's being freshly added [*]Added optional color argument to script ComboBox addEntry function [*]Added getShipType(name) to client Player and Alliance [*]Added transporterRange property to Entity [*]Added getAllies(factionIndex) function to query all allied entities of a faction [*]Added belongsToFaction(int, id) function to quickly check if an entity of a specific id belongs to a specific faction [*]Added a dummy error message to invokeRemoteEntityFunction() and invokeRemoteSectorFunction() to match the signature of the client call Bugfixes "As usual, bugfixes marked with [uBR] have been brought to our attention by the community. Thanks everybody for contributing and keep it up! :)" Fixed several issues related to path finding and boosting of AI ships [uBR] Fixed ships flying away into nothingness in a single direction Fixed a few issues with alliance map editing Fixed several issues reported via crash reporter [uBR] TurretAI now no longer shoots down torpedoes fired at factions with neutral relation standing (allies only) [uBR] TurretAI now no longer shoots down torpedoes fired by allies, except if targeting own shipss [uBR] Fixed an issue with inviting players to groups Fixed alliance-colored map indicators for non-special sectors [uBR] Attack state now enables its weapons (if disabled) Fixed several issues with path finding and attacking enemies Fixed several issues in scripts reported via crash reporter [uBR] Fixed an issue when where point defense turrets could not be created by researching Fixed shield damage not being recognized as damage contribution to an enemy Fixed lines in Strategy Mode no longer working Fixed an issue where the camera could be zoomed into the drone Fixed a crash in scrapyard when selling ship Link to comment Share on other sites More sharing options...
BenWinston Posted December 18, 2018 Share Posted December 18, 2018 Wow, thanks a lot Koonschi! Please pass a good work along to your team! Link to comment Share on other sites More sharing options...
Ravien Posted December 19, 2018 Share Posted December 19, 2018 Some awesome fixes here! Thank you! Link to comment Share on other sites More sharing options...
Sir Charles Posted December 20, 2018 Share Posted December 20, 2018 This whole update is just great. I cant wait to see this on stable branch! Please consider our suggestions I linked below for future updates. I played a lot in the past days again and I still love the game, but the problem is that the galaxy feels kind of dead after a while —> we spoke about that a lot and brought up some rather good ideas (at least I think so) Keep up the good work and make this game my all time favorite! :) Link to comment Share on other sites More sharing options...
GOForce3 Posted January 7, 2019 Share Posted January 7, 2019 Yes Yes Yes! FINALLY got the AI not shooting civil ships fixed. Thanks! That was really annoying. I agree that if you set AI to aggressive, they'll shoot anything that's not part of a friendly faction. Link to comment Share on other sites More sharing options...
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