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Avorion News

Progress Trailer - 3 Years of Development

[previewyoutube][/previewyoutube]
A lot has happened since the release of Avorion into Early Access on January 23rd, 2017 - We've come a long way since then. This trailer highlights the most important changes since the Early Access release three years ago, while also showing off the classics of Avorion for all those people who don't know the game yet.

Note: Depending on when you're watching it, the trailer may contain unreleased content, such as the ship generator rework.

The list of improvements since the Early Access Release of 2017 is quite long by now:
A revised (turret) building mode, massively improved procedural ship & station generation, new sound effects, torpedoes & PDCs, specialized enemies, improved faction territories, new blocks, new weapons, new upgrades, boarding, completely revised economy based on supply and demand, improved faction behavior & diplomacy, commanding ships over the map, more missions & events, UI improvements and much, much more!

Upcoming updates

As promised in last week's announcement, there are still some updates in the pipeline that will be released before the transition from Early Access to 1.0.

[h2]Faction Economy & Faction Eradication[/h2]
AI Factions will soon have limited resources available (instead of unlimited resources), based on their territory size on the map and their economical strength. But don't be fooled: The amount of resources they have available will still be a lot.

This has a few implications:
1. They will have to rebuild their military ships over time and if you're quick enough you can make them run out
2. They will be able to rebuild stations
3. You will be able to completely eradicate factions from the map

[h2]Craft Generator Rework[/h2]
As you may have noticed by now, we're in the middle of a rework of the procedural ship & station generator of Avorion. Ships are generated based on so-called "Faction Styles". Our goal is that players can recognize a faction by their ships. That means that all ships of a faction have similar visual properties. That includes the color and structure of the ship, and also visual features like spikes. In addition, a faction can have multiple types of ships, which among themselves are very similar to each other, but not completely alike.

Compared to the old ship generator (not shown here), the new generator can create much prettier ships that are very distinguishable from each other. The new generator will also be moddable.

While the new generator is mostly finished and ready to use (as seen in above trailer), it's still a little rough around the edges and doesn't support as much variation as we'd like it to. But we're confident that, if everything goes well, a first implementation may be available for testing on the beta branch towards the end of January, start of February.

[h2]Endgame Content[/h2]
There are some more things coming before release: We want to add more End-Game content after you beat the final boss. That includes new really hard bosses and a few large-scale events. But we don't want to give away too much here, yet.

[h2]Final Polishing Phase[/h2]
Starting in February, we're going to go into a polishing phase where we will focus a lot less on new features and content, but instead on fixing as many issues and bugs as we can. We're also revisiting some older code to improve performance.

Alright, that's it for now, stay tuned for the next updates!

Beta Branch Patch 0.31 - Damage Type Rework Enemy Variations

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'.

Damage Type Rework
“We reworked how shields and hulls react to fire from enemies. They now have special strengths and weaknesses, which make the use of different weapons more important.”
  • Added new damage types
    • Physical
    • Energy
    • AntiMatter
    • Electric
    • Plasma
    • Fragments
  • Turrets now deal damage according to their damage type
  • Added new upgrades
    • Shield Ionizer make your shield impenetrable for one damage type
    • Hull Polarizer make your ship more durable but you also get more damage from one damage type
  • Weapon buffs are less random now and more related to the weapon type
  • Reduced the amount of possible specializations for turrets
  • Added new hull effect to show the type of Hull Polarizer
  • Added new colors to shields to show the type of Shield Ionizer
  • Damage numbers now use the color of the damage type they inflict


Enemy Variations & Specializations
“Not only the players benefit from the new improved shields and hulls, but also the enemies get a fair share of improvements.”
  • Added new badass variations for enemies
    • Badasses do more damage and have more HP
    • There are three types of badasses
  • Enemies may also use Shield Ionizers or Hull Polarizers


Hyperspace Rework
“To improve the speed in which the galaxy may be discovered, we decreased the time spent in sectors while recharging the hyperspace engine.”
  • Reduced the time needed to recharge hyperspace engine
  • Recharge time of hyperspace engine now depends on the sector
    • In an empty sector, the recharge time is 10s
    • In an not empty sector, the recharge time is 30s
    • If attacked by enemies, the recharge time is at least 30s but not longer than 120s
  • Reduced cooldown reduction for upgrades
  • Hyperspace upgrade now has a maximum cooldown reduction of 35%
  • XSTN-K V artifact (The Four) has no cooldown reduction anymore
  • XSTN-K VIII artifact (Bottan) now has a cooldown reduction of 50%


Special Offers
“Hey you, wanna see my new special offers?”
  • Every shop has special offers available now
  • Special offers are 30% cheaper
  • Special offers change over time and only have limited amount available
New Enemy Spawning Mechanic
“We added a new spawning mechanic for enemies. They have different scenarios why they are in a sector and warn the player before attacking.”
  • Added new mechanic to spawn enemies
  • Added different scenarios for enemy encounters
  • Enemies want you to leave before they attack
  • Enemies call reinforcements to fight you


Scripting API
  • Added new spawnutility.lua to add variations and specializations to enemies
  • Added a max durability factor for shields
  • Added a factor to scale up a ship's durability
  • Added DurabilityComponent
  • Changed turretgenerator.lua and weapongenerator.lua to use new damage types
  • Changed handling of weapon specialties in turretgenerator.lua and weapongenerator.lua
    • Adjusted railgun mod example to new turretgenerator.lua
  • Added get-set property shield resistance
  • Old damage type is now split to damage type and damage source
  • Added new waveutility.lua to make wave encounters

Update 0.30.2 - Missions, Bosses Sound



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!

SFX Changes

We improved our sound engine to use effects and filters to create a more immersive sound experience. The further you are away from the action the more diffuse the sound will be.



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. Among those are impact sounds that not only depend on the hit surface but also the damage type, different destruction sounds for explosions, blocks breaking and rocks being smashed, distinct laser sounds for the various weapons, a laser impact sizzle and many more. Collision and impact sounds are now attenuated when happening in quick succession to prevent unnatural stacking of sounds. Furthermore we added sound effects for entering and leaving hyperspace and ambient noise for stations, factories, mines, gates and wormholes.

Bugfixes
  • [UBR] Fixed a crash when trying to delete a galaxy with wrong permissions
  • [UBR] Fixed an issue where resource shortages could not be delivered when playing in creative mode
  • [UBR] Armed/unarmed turret slots stats text is now more compact, especially in german
  • Fixed several crashes in scripts
Other Changes

You can check out the full patch notes here:
https://steamcommunity.com/games/445220/announcements/detail/3999690924758323795
https://steamcommunity.com/games/445220/announcements/detail/1696102156445506842

New Ship Generator Teaser Trailer

[previewyoutube][/previewyoutube]
This video shows the reworked procedural ship generator of Avorion.

New Ship Generator Teaser Trailer

Ships are generated based on so-called "Faction Styles". Our goal is that players can recognize a faction by their ships. That means that all ships of a faction have similar visual properties. That includes the color and structure of the ship, and also visual features like spikes. In addition, a faction can have multiple types of ships, which among themselves are very similar to each other, but not completely alike.

Compared to the old ship generator (not shown here), the new generator can create much prettier ships that are very distinguishable from each other. The new generator will also be moddable.

Leaving Early Access in Q1 2020

More news: We now settled on a time frame when we're planning to leave Early Access - Q1 2020! While it's really hard to pick an arbitrary point where we you can declare a sandbox game as "finished", Avorion is nearing its feature completion in one way in particular: As the vision I had of it when I first imagined it.

But don't worry! If you're thinking that now that's it with Avorion, that we're done, then you couldn't be more wrong! We love working on Avorion and we love the community that formed around the game.

We're going to actively support the game with free updates and some DLCs for at least 2 years after release. Depending on how well it goes for us financially, it might be longer.

The road to 1.0

So that's that for now! Until the 1.0 release we have a couple more updates planned. We'll give you more info on that in another news post next week. And then after that there's going to be a period of relentless bugfixing, polishing and balancing, to get rid of all the obnoxious issues that are okay for an Early Access game, but not a 1.0 version.

Beta Branch Patch 0.30.1 - Bugfixes

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'.

Bugfixes
  • Fixed radio silence of stations and ships in the galaxy
    • Scripting API: Fixed isAttackingSomething property being inverted
  • Fixed a crash when collecting loot
  • [UBR] Added missing wormhole sound
  • Fixed an issue where match shape in build mode didn't work correctly