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Beta Branch Patch 0.30 - Missions, Bosses & Sound


Qui_Sum
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  • Boxelware Team

Beta Branch Patch 0.30 - Missions, Bosses & Sound

 

Date: December 12th, 2019

 

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'.

 

New Missions and Bosses

 

"In order to fill the galaxy with more life, we are introducing new bosses and missions. Some of the missions are available at bulletin boards, while others will appear naturally. The bosses need to be found and use unique strategies and techniques to protect themselves. We don't want to spoil too much so go and find them yourself!"

  • Added two new missions to introduce the player to boarding and station founding
  • Added three new missions to bulletin boards
  • Missions at bulletin boards now depend on the station's type
  • Added two new bosses that need special tactics to beat

SFX Changes

 

"We improved our sound engine to use effects and filters to create a more immersive sound experience."

  • Implemented reverb effect and lowpass filter that increases with distance
  • Sounds now use the inverse distance model instead of linear for a more natural falloff

Sounds

 

"We reworked many aspects of the game's sound. Some of the old sounds were a bit blunt and too direct. In this update we replaced those and also added lots of previously missing sounds in order to create a coherent atmosphere and to add more life to the game."

  • Added impact sounds that not only depend on the surface (metal, stone, shield) but also on the damage type (physical, energy)
  • Added new sounds for different types of destruction, like explosions, blocks breaking, rock being smashed
  • Added distinct sounds for the different laser weapons like mining, salvaging, repair, point defense, etc.
  • Implemented laser impact sizzle sound
  • Added tractor beam sound effect
  • Added new sounds for cannons, chainguns, anti-fighter guns and railguns
  • Added dedicated sounds for metal-metal, metal-stone and stone-stone collisions
  • Added new shot impact sounds depending on the surface and weapon type
  • Collision and impact sounds are now attenuated when happening in quick succession to prevent unnatural stacking of sounds
  • Added ambient sounds to stations, factories, mines, gates and wormholes
  • Added various new UI sounds
  • Added sound effects for entering and exiting hyperspace
  • Sounds are now paused when the game is paused
  • Volumes, effects and filter settings can be tuned via a 'data/sfx/volumes.ini' file

Balancing

  • Improved the shooting time and relative reload time of energy cooled weapons

Scripting API

  • Added new script 'missionbulletins.lua' which distributes bulletins to specific stations
  • Added new class Shield to access a shield component
  • Shields can now be made invincible
  • Added passive patrol script where entities only fight after being attacked
  • Added SoundSource class that supports playing, stopping and looping sounds
  • Added EntityArrivalType to create[Entity/Object/Ship] functions

Bugfixes

 

"As always, bug fixes marked with [uBR] stem from bug reports we got from users. Thank you so much for helping and keep it up! :)"

  • Fixed an issue with "Fleet Commands" mission
  • [uBR] Fixed an issue where declarations of war without sender could happen
  • [uBR] Fixed some issues with attacking behavior of AI
  • Added missing translation for teleport command

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Okay, sorry. No more updates until next year!  ;)

How about Bug-Fixes?  ;)

 

"In order to fill the galaxy with more life, we are introducing new bosses and missions. Some of the missions are available at bulletin boards, while others will appear naturally. The bosses need to be found and use unique strategies and techniques to protect themselves. We don't want to spoil too much so go and find them yourself!"

Ok, I'll take a look at the scripts  :)

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  • 2 weeks later...
  • 2 weeks later...

"We reworked many aspects of the game's sound. Some of the old sounds were a bit blunt and too direct. In this update we replaced those and also added lots of previously missing sounds in order to create a coherent atmosphere and to add more life to the game."

 

Well, I have to say... That "sounds" awesome!!! :D

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