Sie sind nicht angemeldet.

derelky

FHW-Unterstützer

Beiträge: 761

Registrierungsdatum: 16. Juli 2009

  • Nachricht senden

21

Mittwoch, 22. Februar 2017, 16:37

Läuft der Server auf den Beta Patch?


Er kam, sah und patzte

Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

22

Mittwoch, 22. Februar 2017, 16:55

Nein wir machen keine Beta Patches auf dem Server.

Gruß
Jack

derelky

FHW-Unterstützer

Beiträge: 761

Registrierungsdatum: 16. Juli 2009

  • Nachricht senden

23

Donnerstag, 23. Februar 2017, 17:08

Ist das Spiel nicht selbst noch eine Beta? :D


Er kam, sah und patzte

Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

24

Sonntag, 26. Februar 2017, 15:34

Quelle: Gamestar.de - Avorion Preview (PC) Weltraum-Sandbox begeistert Steam-Spieler

und es gibt schon wieder einen neuen Beta-Beta Patch :) Bin mal gespannt wann der nächste Stable Patch kommt:

Zitat



Patch 0.10.5.7633

Date: February 24th, 2017

After hearing/reading your (mostly very clear) feedback on the latest changes, I've decided to increase the priority for a few blocks: Gyros and Inertia Dampeners. Avorion was never meant to be a perfectly physically correct simulation, but I still wanted to you feel the way physics behave in space. At least approximately. I also didn't like the artificial enhancements to several stats of the game that happened under the hood, so these just had to go. With the new blocks it shouldn't be too hard for you to get the old flight feeling back. But if you like the realistic, newtonian flight style then I've got some good news for you, too.

About the new blocks

Gyro Arrays are a new block that basically adds only rotational speed to the ship. Since it changes angular momentum directly, its location on the ship is mostly irrelevant, except for the part where its location changes the inertia tensor of the ship.
The Inertia Dampener is a block that creates subspace friction, and thus essentially brakes the ship, but it uses a lot of energy to create that friction.


In order to make the newtonian physics fans not feel left out, I've also added another feature: You can now toggle flight assistance on and off! If you think that you've got the skill for flying without flight assist or maybe you just like the feel of it, then you can toggle the assistance off and save yourself a lot of energy. Once you have to dock you can just toggle it on. No hotkeys for all that yet, but that's coming, too.

Actually, you can now toggle ALL energy consuming systems on and off, such as gyros, engines or life support (or maybe you shouldn't disable this one, your crew might not be too happy about that).

If you have a ship that abused the thruster-stacking method for achieving loads of brake thrust, then you will have to adjust your build. But I've given you more than enough tools for that, use them!

Gameplay

"Gyros are called Gyro Arrays since I initially wanted to add size restrictions (make them have same-size side since they're round inside), but that turned out to be a way bigger hassle than anticipated and would only limit creativity of players. So, now your gyro blocks actually contain lots of small gyros inside them, so you can make them any size. Yeah that should make sense. I hope."

New Block: Gyro Array
Gyros increase rotational speeds of your ship
Since gyros change the angular momentum by using moving parts, their place on the ship doesn't matter. Except for their own weight, which changes the inertia tensor of your ship
New Block: Inertia Dampener
Due to a few special properties of Iron and Avorion related to subspace interference, Inertia Dampeners can only be built out of Iron and Avorion
Inertia dampeners can create subspace friction and thus brake your ship or reduce drift
Expensive, but strong
Ship systems can be disabled one by one in the Energy Tab
Large, generated station wreckages no longer despawn
Despawn timer resets when objects break
Mines now buy a range of goods
Thruster energy takes into account directional thrusters
Fine-tuned flight assist when strong forces are applied
Military outposts buy electromagnetic charges
Adjusted rotational speed of drone for the new flight physics

Client

ServerBrowser window connects to the correct server now

Scripting API

Weapons reach modifier works as intended now

UI

Added more tips to thruster blocks in building mode
Improved/Fixed visuals of systems upgrade tab
Flight reticle is now a cross, no longer a square
Added a prograde marker
Improved readability of loading screen tips

Server

Administrators don't have to enter passwords
More stats are printed with /status command
Deletion time of large and small wreckages (more/less than 15 blocks) is configurable

Bugfixes

"As always, UBR marks User Bug Reports. Thanks and keep it up!"

[UBR] Fixed a server crash (Can't go into detail on this one for safety reasons)
[UBR] Fixed a few typos
[UBR] Fixed a server crash on windows related to deadlock detection
[UBR] Fixed a crash in mouseover for UIListBox
[UBR] Fixed faction headquarters not showing up in list on galaxy map
[UBR] Fixed icon for client window (and a rare crash related to it)
[UBR] Fixed a crash in UITextBox when a new text was set and scrolling was too far right
[UBR] Fixed Swoks not attacking on one dialog option
[UBR] Fixed allied ships attacking each other when escorting something
[UBR] Fixed an error where players would get recreated each time they log in after their profile was deleted (this doesn't mean that you should now delete profiles...)
[UBR] Fixed broken interaction with wormhole diverter and endboss
[UBR] Fixed broken ranges of weapons from the turret factory
Fixed a crash related to xml file reading

Known Issues from this or the last update

There are currently some issues with the AI which is not yet able to use the new flight model correctly in some cases
Cargo lists can hang or don't display correctly when you're hauling lots of different cargos

Upcoming Features for the next patch

Creating groups of players so you can see where your friends are (This is not the Alliances update, groups are not alliances!)
RCON Interface for the server
Safe Sectors
Loading Screen Safety
Respawn Sector Change
Hotkeys for enabling/disabling energy systems




Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

25

Freitag, 17. März 2017, 16:33

Lebenszeichen vom Entwickler :)

Status Update: New Office and Development Update
« on: March 16, 2017, 03:16:34 PM »

Time for an update!

Please excuse the long radio silence, but there was a lot of stuff to take care of after the launch and the first fixes. Two weeks ago we went to GDC in San Francisco for a week, which is a once-a-year opportunity to meet other professionals from the games industry which I just couldn't let slip. It's one of the biggest game developer conferences in the world and I learned a lot from the talks and conversations with other devs.
When we came back after this week at GDC we were busy moving into our office. Until then I had been developing the game from my personal home, which is not just unhealthy but also not as professional as I'd like to be. We got it done surprisingly quickly, it only took us a little more than a week, with internet, building all the new equipment like workstations, new build server(s), countless trips for buying furniture and all the other equipment we need for development.

Development Progress

During this time we couldn't work on Avorion sadly, but now that everything is in place in the new office we're back to work. We'll release a new update this week (first on the beta branch, then, after 1 or 2 days we'll push it to stable if it performs well).

This is what we've been working on over the last month (minus the 2,5 weeks where we had to get the other stuff done). Some of it is already in the beta branch for testing.

  • Groups. Players will be able to invite other players into a group, so they can see each other in the sector and on the map in real time.
  • Server stability. We're working on improving the "Connection Closed" and "Server Unreachable" errors, especially on startup.
  • Gyros, inertia dampeners, directional thrusters and flight mechanics. We're reworking the "pancake thrusters" since that's an exploit that should never have been a thing. More details on that in the final patch notes.
  • Server improvements, steam server browser.
  • Lots of QoL improvemenst that you've been suggesting, for example pro- and retrograde markers.
  • Improved repairing of ships. You'll be able to repair ships block by block or discard any blocks that would need repairing.
  • Lots of fixes for bugs and/or exploits reported by you, for example the black shields issue that has been hitting intel users hard. Thanks and keep it up!



Final Note

This is not the Alliance update! We're working on this one as well, but so far there aren't that many new features that you don't already know about. We're looking into a release on Alliances in about 4 weeks after the groups update I mentioned here.

The reason why I haven't been posting more on the steam and official forum is simple: I've been busy running the company and working on the code. I know people get suspicious when Early Access devs stop giving life signs (and sometimes you should) but these kinds of updates and reading and replying on the forums cost me a lot of time, and I prefer spending my time on the game. I hope you understand. Also, we have cepheni, thedamngod and JECJoker (Shoutout to those guys!), who have been a great help and who have been and still are working closely with me.

That's all for now, have fun!

Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

26

Dienstag, 21. März 2017, 18:51

Der Avorion Server läuft jetzt mit dem neuen Patch:

Patch 0.11.0.7767
19. März - Koonschi
19/3/2017
Patch 0.11
Here are the patch notes for the current patch! The patch will go live on the beta branch until tomorrow, and if everything goes well, we'll set it live tomorrow.

Flight Mechanics Revisited
There have been a lot of adjustments to flight mechanics and the pancake thrusters mechanic/exploit has been removed, since it was never meant to be used the way people used it. Thrusters will now scale with volume. While cleaning up the (very old) code thruster stats calculations, I removed several artificial enhancements to thrusters and flight behaviour of the ships. For example, thrusters had several enhancements that ended up giving them 6 times the power that they should have. These enhancements have been removed, but in turn I buffed thruster strength so while it shouldn't cancel each other out, thruster strength hasn't just been reduced to 1/6 of your ship. There was a similar restriction to engines, which I removed, but in turn reduced the power of a single engine. So your ships should accelerate worse with less engines, but a lot better with more engines.

However,

YOU WILL HAVE TO REDESIGN YOUR SHIPS.


In order to make up for the changed thruster mechanics, and since I think that thrusters were kind of an uber-strong block that does everything (which I'm not a fan of), I added a few new blocks: Directional Thrusters, Gyro Arrays and Inertia Dampeners. The old thruster block still exists.

Directional Thrusters will work just like normal thrusters, but their power will be along a single (configurable) axis, so you have more and better control about the stats of your ship.

Gyro Arrays will only affect the rotational speed of your ship. Their placement is not as important as with thrusters, since they apply torque directly to your ship. On the other hand, you don't have lever mechanics (like with thrusters) that will allow you to get better stats depending on the distance to the center of mass of the ship. They also scale with material strength, so you might want to upgrade them along the way to the center of the galaxy.

Finally, Inertia Dampeners are a block that creates subspace friction and that has a very high energy consumption. Due to the special properties of Iron and Avorion, Inertia Dampeners can only be built out of these two materials, and they scale with material strength. Since they create subspace friction, they will reduce drifting and can brake your ship, but they won't be able to accelerate your ship.

So your ship will feel different after this patch, but with the new blocks I'm giving you the tools to get the old flight feeling back. I tested a few community ships from the forums and found that the changes required to get the old feeling back were not that intrusive and could be made in a couple of minutes.

In order to not let the newtonian-flight-crew feel left out, I split up gyros, inertia dampeners and thrusters into several subsystems and you can now disable the (energy-intensive) flight assist for a boost in available energy. So if you like the feeling of drifting through space, you're going to love this. And configurable pro- and retrograde markers.

Groups
In this patch I'll introduce groups. You'll be able to invite other players via the chat or a new menu entry when interacting with their ships (however, since this is done by a script, this will only work on new ships and drones). Players of the same group will be highlighted in the UI and on the map. Please keep in mind that this is not the Alliances update, we're currently working on that, but I found it important to release the current development progress since it has a few important changes.

Server Browser
Last big feature (but not least): I added a server browser and servers with the "listed" option enabled will be listed here. You can also configure passwords for your server if you want to play by yourselves.

Patchnotes
So here are the full patch notes for this patch. I've been typing these up from the last patch to the default branch, not the last patch to the beta branch, so you might see some features again in these patch notes.

Gameplay

Flight mechanics have been revisited
Improved the flight behaviour, especially related to ship inertia (your ships might drift more now)
Removed artificial 6x power boost to thrusters
Increased power of thrusters
Rotational speed cap is now 4.0 rad/s (from 2.0 rad/s)
Docks regenerate on stations as long as there are less than 2 docks
Added a new repair mode
Added a window that shows repair costs
Repairs to blocks can be discarded from this window
Repairs can be done block by block
Client sided ships steer more precisely
Mines buy a range of goods
Energy systems can be toggled on and off one by one
Players can now set a repair dock as their reconstruction site where they will respawn on death
Added "neutral zones", sectors where no attacks will happen and where players can't deal damage to each other
Ships are protected while changing sectors and while loading screen is visible on client (this can be disabled with a server setting)
Added an AI command for salvaging

Groups

Players can invite other players to groups
Use /invite [player] to invite players to your group
Use /join [player] to join a player's group
Use /leave to leave a group
Players can also interact with ships of another player to invite them (works only for new crafts and drones)
Members of the same group are shown in the top left of the screen
Members of the same group are highlighted on the map
Members of the same group are highlighted in the sector

UI

Resources are no longer shown during flight mode in favor of the group UI
Resources are shown when interacting or in menus (basically whenever you might need to know exact numbers)
Total and relative resources are shown when picking up resources and money
Camera is reset to front-view when leaving building mode
Ship tab shows missing blocks
Mail window has a filter + combo box for players
Improved calculations for ships being too big to fit through wormholes/gates
Added display of center of mass in building mode
Added preview for thruster holes in build mode
Added pro- and retrograde markers
Fixed and improved visuals of systems upgrade tab
Loadingscreen tips are no longer bold so they have better readability
Added tooltips stating what turret control systems actually do
Added explanation to m/s in loading screen
Added scrolling to F1 online players list

Graphics

Implemented new visuals for thrusters
Shields no longer obstruct particle effects like fog, shots, sparks etc.
Reduced brightness of thruster flames

New Blocks:

Directional Thruster
Similar to thrusters, but their forces only work in one dimension
Gyro Array
Strength scales with material
Gyros increase rotational speed of the ship in a specific direction
Placement doesn't matter (in contrast to thrusters), except for how the center of mass of the ship is shifted by the mass of the gyro
Inertia Dampeners
Creates subspace friction that brakes your ship
Only Iron and Avorion can provide the physical properties required to generate subspace friction
Inertia Dampeners can only be built from Iron and Avorion
High energy consumption

Balancing

Thrusters now scale with volume, not surface
Surface only affects the distribution of forces created by thrusters
Large surface -> large portion of force in that direction
Increased strength of thrusters
Thrusters are about ~62% as strong as engines
Rebalanced engines
Removed artificial restrictions on engine scaling with volume
Reduced power of engines
Engines are now worse when you have few engine block volume, but better when you have more
Military outposts buy electromagnetic charges
Adjusted reputation loss when destroying crafts of an AI faction
Loss for destroying fighters is 1500, down from 20000
Loss for stations is 50000, up from 20000
Relation loss for other non-ship objects are 5000
Ships remain at 20000 reputation loss
Reduced factory sale ratios from up to +-50% of good price to +-30%
Factories no longer have abundant amounts of very valuable goods on creation
Solar panel price depends on surface area as well now

Server Browser

Added a server browser for steam servers
Servers that have the "listed" property enabled will be listed in the browser

Server

Added password protection for servers
Implemented binding to IPs with steam networking enabled
Several commands now work with player indices and steam IDs
Affected commands: /ban /banip /unban /give /groups /kick /teleport
Added a /playerinfo command that prints indices and other info about players (mods only)
Added a /status command that will print some status and profiling infos about the server
Added a /selfinfo command that will show a player administrational info about himself
Administrators don't undergo whitelist, blacklist or password check when logging in
Amount of generator threads are configurable via command line and server.ini
Added the console input command handler for windows
Implemented reconstruction of faction index from files on error
Implemented pruning of bad ips from blacklist
Implemented adding of IPs to steam network server clients
Added some warning messages when potentially problematic server settings are detected
Improved deletion of large wreckages
Deletion disabled for generated station wreckages
Deletion time of large and small wreckages is configurable
Improved wreckage despawning behaviour
Profiling of sectors on server can be enabled and disabled with a server setting (disabled by default)

Scripting API

Implemented a sector.lua script that is always present and that can be used for sector-static initialization
Tooltip of ui elements can be reset by passing nil as tooltip
Respawn sector of players can be set and retrieved
Player to player damage can be disabled for sectors
Added a script command for sending chat messages on client
Added server-sided chat commands that can be issued from scripts

Misc

Client waits for server to start up in singleplayer
Improved data writing and securing for less file corruption
Removed some output from shader compiler when not needed
Limited the amount of chat messages that can be sent per 5 seconds

Known Issues
"These issues will be resolved until tomorrow, when the patch will move over to the default branch for everybody."

Ship generator not using gyros
/leader command to make another player the leader of the group
Scrolling of turrets in current ship tab

Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks to you guys and keep it up!"

Fixed a rare server stall when a player is written to file
Fixed typos in german localization
Fixed a server crash when loading corrupt data
Fixed several typos in lots of places
Fixed a crash in mouseover for UIListBox
Sector changes have to be confirmed by the server before they're marked on the map
Fixed thruster strafing being unaffected by energy efficiency
Fixed Hyperspace Core processing power to normal
[UBR] Key bindings no longer reset with each update
[UBR] Fixed Steam achievements related to Steam stats not working on Windows
[UBR] Fixed a few issues related to Windows UI scaling
[UBR] Fixed smuggler mission targets being generated inside the ring
[UBR] Fixed rename squad input window
[UBR] Fixed a massive performance issue with miners when no more asteroids are present
[UBR] Fixed scripting data not being saved on server shutdown
[UBR] Fixed scrolling in cargo tab
[UBR] Fixed scrolling in cargo transfer window
[UBR] Fixed wormholes going into the ring
[UBR] Fixed crash in trading overview
[UBR] Bottan no longer jumps away only because relations are bad
[UBR] Fixed building preview stats (especially brake stats) being buggy
[UBR] Fixed an exploit related to chat
[UBR] Fixed several server crashes when receiving garbage
[UBR] Fixed a crash related to faulty deadlock detection on Windows
[UBR] Fixed headquarters not showing up in sector overview
[UBR] Fixed a crash in UITextBox when a new text was set and scrolling was too far right
[UBR] Fixed swoks not attacking on one dialog option
[UBR] Fixed allied ships attacking each other when escorting
[UBR] Fixed an error where players would get recreated each time they log in
[UBR] Fixed broken interaction with wormhole diverter and endboss
[UBR] Fixed broken reach of factory-produced weapons (ScriptWeapons's reach modifier works as intended now)
[UBR] Fixed rigid beam weapons not working on ships that have shields
[UBR] Fixed black shields on low-end GPUs
[UBR] Fixed performance issues on galaxy map
[UBR] Fixed overflow in crew numbers
[UBR] Fixed naming of newly founded stations
[UBR] Fixed mission coordinates going out of bounds of map in several missions
[UBR] Fixed gates crossing the barrier to the center
[UBR] Fixed missing translation in tooltip of trading overview
[UBR] Fixed boosting when engine is disabled
[UBR] Fixed holo blocks getting destroyed by craft decay
[UBR] Fixed an error/crash in convoi distress signal mission

gestern kam dann noch ein Hotfix:

Adjustments

Fixed version that's printed out on server start
Decreased gyro power requirements by 80%
Increased inertia dampener power requirements by 66%
Analysis of last 20 frames is printed out when profiling is enabled and /status command is used
Tooltips of notification displayer aren't shown when mouse is invisible
Current ship tab shows turrets without going over bounds
Implemented a /leader command to promote another player to the leader of the group
Generator adds gyros to generated ships
Added a warning message for steam API init failure
Added hints for reworked flight mechanics and new blocks
Fixed a crash when trying to read relations between factions that are not the player on the client

Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

27

Dienstag, 21. März 2017, 18:59

Server ist auch über die Steam Serverbrowserliste erreichbar. Hat jetzt aber ein Passwort: FHW5

Gruß
Jack

Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

28

Mittwoch, 21. Februar 2018, 12:37

sodele ich bin ja jetzt aus dem Urlaub zurück und der Jetlag ist auch so langsam überwunden. Jetzt könnte man sich mal Gedanken um einen Avorion Server machen. Die Frage ist ob wir es dann diesesmal auch etwas schwerer einstellen damit die KI Gegner eine deutliche Herausforderung werden. Und ob wir alle an der selben Stelle spawnen oder lieber kreuz und quer verteilt.

EDIT: Oh mann wenn ich da schon wieder sehe was alles in dem geilen Combat Update im Beta Branch drin ist bin ich echt geneigt keinen Stable Server aufzusetzen sondern Beta Branch :D

https://www.avorion.net/news/

Spoiler Spoiler

Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
PLEASE NOTE: THESE CHANGES ARE EXPERIMENTAL, WILL HAVE TO BE TESTED AND WILL UNDERGO CHANGES.
Please report concerns and issues so we can address them.

Now that this is out of the way, here are the patchnotes for the combat update:

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
"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. Apart from that, we added more content, more polish."

Added a "Switch to Sector" command that lets a player switch to a ship of his on the map
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

Point Defense Chaingun (PDC)
"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

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%

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

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

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!

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

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


Spoiler Spoiler

Beta Branch Patch 0.16.1 Patchnotes
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 realized that you might also want to manage your alliance ships and stations, so now you can switch sectors to those as well. Being shot down and sent all the way back while playing coop was also a real bummer, especially when your group members survived, so we added a way to continue playing together even if one of you gets destroyed."

Players can now switch sectors to alliance ships
Players can now switch sectors to sectors with their *online* group members

Balancing
"Persecutors are really harsh for new players and were designed with experienced players in mind, from whom the feedback has been very good so far. However, they can be very punishing without any announcement, so we tuned them down a little for the 'Easy' and 'Normal' difficulties. They behave the exact same way as they did before for 'Veteran'+ difficulties."

AI torpedoes are slower on lower difficulties
Reduced one-shot potential of AI torpedoes against player & alliance ships on "Normal" & lower difficulties
Persecutors spawn less often on "Easy" and "Normal" difficulty
Persecutors spawn more further inwards to the core on "Easy" and "Normal" difficulty
Persecutors don't follow players on "Easy" difficulty
Adjusted balancing of loot-range boosters
Lower energy, better scaling with rarity, lower price per range
Changed name of loot-range boosters to something a little more immersive

Scripting API

GameSettings class is now available on both client and server
Difficulty enum is now available on both client and server

Misc
"We've been getting reports about crashes, so in order to ease future bughunts we've added a lot more thread-related debug output."

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

Bugfixes
"User bug reports are, as always, marked with [UBR]. Thank you everybody who helped and reported, keep it up!"

[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 where damage of enemies could become infinity
Torpedoes no longer have shield penetration when they detonate due to a miss


Gruß
Jack

derelky

FHW-Unterstützer

Beiträge: 761

Registrierungsdatum: 16. Juli 2009

  • Nachricht senden

29

Mittwoch, 21. Februar 2018, 17:54

Yeah Combat Cruiser bauen

also der Beta branch liest sich wie ein must have


Er kam, sah und patzte

Jack

FHW-Leitung

Beiträge: 5 021

Registrierungsdatum: 22. August 2008

  • Nachricht senden

30

Donnerstag, 22. Februar 2018, 10:21

Server startet mit hohem Schwierigkeitsgrad heute Abend zwischen 19 - 20 Uhr.

Ziel ist es eine eigene Allianz aufzubauen die gemeinsam bis zum Kern des Sonnensystems vordringt. Dazu wollen wir Sektor für Sektor erobern und Raumbasen und Fabriken errichten. Eine starke Allianzflotte ist das A und O.

Wir spielen mit dem aktuellen Beta Branch damit wir auch das "Warfare Update" drin haben.

Gruß
Jack

derelky

FHW-Unterstützer

Beiträge: 761

Registrierungsdatum: 16. Juli 2009

  • Nachricht senden

31

Donnerstag, 22. Februar 2018, 10:59

Erst so spät ich hab doch schon um 16 Uhr Feierabend ;)


Er kam, sah und patzte

Counter:

Hits heute: 1 370 | Hits gestern: 13 220 | Hits Tagesrekord: 47 840 | Hits gesamt: 14 266 470