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DLC Avorion Into the Rift Out Now!

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Beta Branch Patch 2.0.4 - Patchnotes


koonschi
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  • Boxelware Team

Gameplay

  • AI can now use multi-harvest turrets to both mine or salvage


Balancing
"Buffing energy to shield converters a little more to make them more competitive. We're also reducing pirate HP to speed up combat encounters a little and make things a little easier, since especially in the core they could quickly overwhelm. Their firepower will remain untouched, this only concerns their HP, and also only for pirates."

  • Energy to shield converters now stack with other shield bonuses
  • Improved shields given by energy-to-shield converter to give better shield +% than previous shield boosters
  • Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the limitations on ship size
    • This also speeds up combat with pirates in general
  • Adjusted building knowledge drop (and mission) to be more on par with actual material spawn


UI
"We made some major improvements to the fighter UI and the galaxy map! Plus some more generall UI goodness."

  • Fighters
    • Added small HP bars for fighters when showing the entire squad
    • Added small markers for fighters
    • Added HP bars for deployed fighter squads
  • Galaxy Map
    • Alliance ships are now no longer shown in galaxy map ship list when alliance infos are hidden
    • The currently tracked mission can now be shown on the galaxy map
    • Galaxy map now remembers its configurations for each save
  • Wormholes are now selectable in strategy mode
  • Ships can now be sent through wormholes in strategy mode
  • Added more localization strings (almost done with all languages, yay!)
  • Force turrets are now also compared by force when sorting by damage in inventory


Bugfixes
"As always, bug fixes marked with [UBR] are from User Bug Reports, that were submitted through our bug reporter! Thanks for your help and keep it up! :)"

  • [UBR] Fixed an issue where players' ships and stations were attacked by bounty hunters when it should have been other factions (when at war) or pirates
  • [UBR] Fixed some localization issues
  • [UBR] Fixed an issue where the trader attacked by pirates still died too quickly
  • [UBR] Fixed an issue where energy to shield converter subsystem showed the wrong stats for permanent installation
  • [UBR] Fixed an issue where energy to auto turret subsystem showed the wrong stats for permanent installation
  • [UBR] Fixed an issue where the news window didn't update properly
  • [UBR] Added fail safes to tutorial to progress according to underlying mission so that destruction phase always works
  • [UBR] Fixed an issue where title/class of ship wasn't properly restored when returning from background simulation
  • [UBR] Fixed an issue where pirates attacked each other in 'Eliminating Rivals'
    • Reading this I realize the irony of the bug with the mission's name
  • [UBR] Fixed an issue where factories could use shuttles to overdeliver more goods than they had in stock
  • [UBR] Fixed an issue where salvage command displayed an error about weapons being used when in fact it wasn't relevant
  • [UBR] Fixed an issue where introduction missions could spawn on the other side of the barrier
  • [UBR] Fixed an issue where the reticle of beacons was visible in build mode
  • Fixed several server-side crashes
  • Fixed an issue where turret factory ingredient mission didn't get properly tracked on restart
  • [UBR] Fixed a few issues in display of texts of captains' perks and orders
  • [UBR] Fixed coaxial turrets triggering the hint for unfortunate turret placement
  • [UBR] Fixed stations triggering the hint for unfortunate turret placement
  • [UBR] Fixed an issue where mothershipless fighters' models weren't cached, leading to performance issues
  • [UBR] Fixed a crash when getting destroyed or jumping with the weapons overview window open
  • [UBR] Fixed a crash when jumping via auto pilot with the strategy mode open
  • [UBR] Fixed an issue where invalid characters could be added to ship name text box
  • [UBR] Fixed an issue where ship names could overflow the UI
  • [UBR] Fixed an issue where some projectiles were displaced after being fired
  • [UBR] Fixed an issue where enablers of different input contexts would block other keys
    • ie. Ctrl-W in StrategyMode blocked pressing W (while Ctrl held) in build mode, even though there was no Ctrl-W combination in build mode input context
  • [UBR] Fixed an issue where wrong stats were displayed in ship tab
  • [UBR] Fixed an issue where stations were limited in sockets by building knowledge
  • [UBR] Fixed an issue where turret designs weren't restored correctly when repairing
  • [UBR] Fixed an issue where turret designs flickered on undo/redo
  • [UBR] Fixed an issue in "A lost friend" where sometimes captains didn't have a primary class
  • [UBR] Fixed an issue in "A lost friend" where it wasn't available at Casinos and Habitats
  • [UBR] Fixed an issue in "A lost friend" where it would never yield a Daredevil
  • [UBR] Fixed an issue in "A lost friend" where the marker for a wreckage wasn't rendered at the correct position
  • [UBR] Fixed an issue with icons not being cleared in fleet overview
  • [UBR] Fixed a crash when jumping with the ship window open
  • [UBR] Fixed an issue where ships behaved strangely after salvaging or mining is finished
  • [UBR] Fixed an issue where Harvest and Repair AI no longer used existing turret groups with enabled autofire
  • [UBR] Fixed an issue where fighters could mine hidden treasure asteroids even though the mothership didn't have the equipment nor captain to detect them
  • [UBR] Fixed an issue where ships couldn't mine hidden treasure asteroids even though the mothership had the captain to detect them
  • [UBR] Fixed an issue where ships didn't mine nor salvage when they only had fighters and no mining/salvaging turrets
     
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Yoir building system becomes broken. The story line is broken. You game starts to look like shit.

Please answer this: why can't I take a shape (copy it) and paste it with the same orientation and dimensions? Should be a logic thing to do, right?

Why do it always "snap" to a totally unusable blace, whichever snapping opton I chose? Then it resizes to fit, rotates by its own... do I miss here something? I do not remeber such problems in 1.0...

Edited by Retarded
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