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Beta Branch Patch 0.32.1 Patchnotes

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Patch 0.32.1


Date: February 21st, 2020


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'.



  • Ships can now be classified and renamed in "Current Ship" tab
  • All colors are now always available, not just in creative
  • Military Outposts now have fighter squadrons
  • Holding the interact button inside the light line of a station dock now fires up tractor beams for the player
  • Slightly reduced randomness of new ship generator
  • Improved the ending of the "Transfer Vessel" mission
  • Creative Mode Command Center now adds a captain on "Add Crew"


  • Cargo shuttles now transport cargo amounts depending on their own size (still always at least 1)
  • Cargo shuttles are now more expensive the larger they get (not the other way round like all the other fighters)
  • Reduced maximum speed of enemy AI ships on lower difficulties and in the outer regions of the galaxy
  • Adjusted likelihood of several missions on stations


  • Tuned bloom and general brightness to be less obnoxious


  • Clicking into the colored frame of an entity now reliably selects it
  • Added a "Browse" button to Singleplayer game window

Scripting API

  • Added a isMapFaction() function to Galaxy
  • Version can now be constructed from strings
  • Added entriesPerPage property to ComboBox
  • Added a getModsModifyingFile() function to ModManager to query all mods that modify a given file
  • Added a "atype" function for gathering type or avorion type of an object (similar to type() function)
  • When reading a dependency without an explicit version from a modinfo.lua, version is assumed as *.*, not 0.0


  • [uBR] Fixed an issue with head hunters where they could be hired by any nearby faction (including pirates)
  • [uBR] Bottan's smuggler can no longer be abused for early Trinium gain
  • [uBR] Fixed no economy overview appearing in trading upgrade of alliance ships
  • [uBR] Fixed some issues where fleet tab wouldn't refresh
  • Fixed an issue where "armed" fighters could be created without weapons
  • [uBR] Fixed an issue in fighter tooltip where production effort always had a red down arrow
  • [uBR] Fixed an issue where PDCs of enemy AI ships would shoot the player even if they are marked as "Friend"
  • [uBR] Fixed an exploit where turrets of any material could be created at the turret factory
  • [uBR] Fixed an issue where ships that were recovered after crashes would all be squished into each other
  • Fixed several issues with effects of arriving ships
  • [uBR] Fixed some performance issues on the galaxy map
  • [uBR] Fixed some performance issues with the save size calculation in Singleplayer Window
  • [uBR] Fixed several issues with the "Fleet Commands" mission
  • [uBR] Fixed an issue where the Adventurer and Swoks could spawn in the same sector
  • [uBR] Fixed an issue in the "Free Slaves" mission where pirates wouldn't attack
  • [uBR] Fixed an issue where repair turrets with both shield and hull repair wouldn't actually repair both
  • Fixed several crashes and other minor issues in many scripts
  • Fixed a crash in new ship generator
  • [uBR] Fixed an issue where ships and stations spawned with empty shields
  • Added lots of debug logging to find the cause of some more issues
  • Fixed an issue with infinite loops in order chains
  • [uBR] Fixed an issuwe where camera shake didn't going away in build and strategy mode
  • Fixed some issues with larger Xsotan attacks

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Will speed become a mofiable difficulty setting or will this remain a hardcoded setting at the moment?


That's great to hear military outposts are getting  fighters! (Moar fighters for everyone!)


Will fighters be getting either a speed boost or some sort of intercept ability to counter faster ships?  (Burn to a ship then standard attack speed.)

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double repair turrets that fix shield + hull still don't work, and still need fixing for fighters that use it.



Also, can you please explain construction power of a faction? Because it doesn't actually tell us WHAT it does in the game. 

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