1. Avorion
  2. News

Avorion News

Beta Branch Patch 0.23.3

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'.

Client
  • Improved performance when shadows are active
  • Added a profiling graph for client + server (admins only)
  • Pressing F10 now prints out a JSON graph of the last few client frames, viewable in Chrome
  • When inviting a player to your group, an info message pops up for the invited player
  • Renamed "Leave Galaxy" button to "Main Menu"
  • Added a description to scanner booster to what scanners actually do
  • VSync and FPS limiting are now mutually exclusive
  • Added social media links to main menu
Server
  • Server doesn't start when mod loading fails
Scripting API
  • Added a "layer" property for script UI elements
  • Reworked code of singleinteraction.lua
  • ScriptUI component just calls "showDialog" when calling "interactShowDialog" with the dialog window already open
    • Avoids camera tilt on interact when already interacting
Bugfixes
  • Fixed an issue where ships would get built faster than intended in shipyard
  • [UBR] Adventurer only hails the player if they didn't already speak
  • [UBR] Fixed lots and lots of cargo loot entities being created when dumping cargo
  • [UBR] Fixed an issue where traders weren't spawned when players founded stations in remote sectors
  • [UBR] Fixed an issue where stations that were set to "don't buy/sell" would still trade with players
  • [UBR] Fixed some issues with the Bottan smuggling mission
  • [UBR] Fixed several other exploits
  • [UBR] Fixed several smaller bugs/crashes in scripts
Hotfixes 2019-06-25
  • Added a mod Dev-Mode check box for disabling file caching and other things
  • [UBR] Fixed some performance issues when mods are enabled
  • [UBR] Fixed an issue with transfer of crafts to alliance

Beta Branch Patch 0.23.2

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'.

Scripting API
  • Added scriptPath() function that returns the path of the currently executed script
  • Entity is now serializable
  • function Sector::belongsToFaction() now accepts strings as entity id
  • Added Sector::exists() function
  • Added note to docs about double-registration of callbacks
Bugfixes
  • [UBR] Fixed turret beams and shots not being visible in some cases
  • [UBR] PlayerId is now useable in scripts
  • Fixed an issue where scraps of higher metals could be transported in freighters

Beta Branch Patch 0.23.1

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
  • Independent turrets no longer fire when target is obstructed by allies
  • When turrets are set to "Attack Target" and target is gone, they behave as if set to "Defensive"
  • Applying empty plans is no longer possible because it would delete the ship
Bugfixes
  • [UBR] Fixed tooltip layering issues in GalaxyMap
  • [UBR] Fixed tooltips of saved ships rendering over ship costs in saved designs window
  • [UBR] Fixed an issue where plans with double indices could get loaded cause problems
  • [UBR] Fixed an issue where edge blocks were incorrectly merged
  • [UBR] Fixed a performance issue in Galaxy Map
  • [UBR] Fixed an issue where harvest fighters would try harvesting asteroids that were impossible to harvest
  • Scripting API: Fixed Sector and Player not being able to receive tables as arguments when adding scripts
  • Fixed several budget updates not being visible to players
  • Fixed an issue where reconstruction tokens weren't properly removed from player's inventory

Beta Branch Patch 0.23 - Workshop Mods

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'.

Preamble

In this update we're introducing massive, massive changes to the asset loading system and the lua engine. We can't possibly test everything that could maybe go wrong, so please help us test and brace yourselves for more patches!

Even though these patchnotes might not look like much, a lot has been going on in the engines roots. This update is probably the one that we spent the most work on in the last 12 months.

Mods
"We believe that a sandbox game is only truly a sandbox when players have the ability to mod it. So we spared no expense and effort to bring you guys this update. We did our best to make it as easy as possible to use and create mods."
  • Implemented Workshop Mods
  • Workshop Mods can be subscribed to and configured in-game in Settings -> Mods
  • Achievements are disabled when using mods
  • When logging into a server, Workshop mods can be downloaded automatically (without subscription)
Creating Mods
"Creating mods can be a complex process, so we spent weeks and wrote a lot of guides for all you modders:"
  • General Introduction: https://wiki.avorion.net/Modding
  • Modding Guide: https://wiki.avorion.net/Writing_your_own_Mod
  • Mod Examples: https://wiki.avorion.net/Mod_Examples
  • Avorion Internals Guide: https://wiki.avorion.net/Avorion_Internal_Architecture
  • Modding Pitfalls: https://wiki.avorion.net/Modding_Pitfalls
  • Debugging: https://wiki.avorion.net/Debugging_Scripts
  • Best Practices: https://wiki.avorion.net/Best_Practices
  • Multiple Mods can now easily modify multiple files, which is done by appending mods to the files
    • Allows access to variables declared as "local" when extending files
    • Many script files have been modified to support appending mods
  • Assets, such as Textures or SFX, are shadowed instead of extended
  • Modded files are loaded in a load order specified by mod dependencies
  • ALL lua files (including library files) and almost all asset files can be modded
Using Mods on Dedicated Servers
  • Dedicated servers download workshop mods configured in modconfig.lua file
  • Servers can specify mods that are allowed on clients connecting to the server
    • More details: https://wiki.avorion.net/Using_Mods_on_Dedicated_Servers
Client
  • Client creates a moddata/ folder in settings folder for mods to save configs
  • Added windows to configure and upload mods
  • Added a window that warns when savegame altering mods are no longer enabled before loading a galaxy
  • Replaced Scrapyard tab strings with icons
  • Added particles quality setting
  • Improved RAM management of unused resources
  • Improved performance of ship preview UI elements
    • Designs are now loaded on-click, no longer on-show
Server
  • Added a command line option "--init-folders-only" to only initialize folders
  • Improved error handling for saving of data to files
Misc
  • Logging now prints to different files to ensure no one file gets too large
Scripting API
"Oh boy have we some patchnotes for you guys! We're only listing the most important changes, you can find the rest in the Scripting API."
  • Added a "include()" function in addition to "require()" which also loads all mod extensions instead of just a single file
  • Reworked a lot of files to be more easily moddable
  • Added a max depth variable to printTable()
  • Added a ScriptModManager API
  • Added a string.join() function
  • Implemented mod-specific scripts that run in global server environment
  • sendChatMessage() and broadcastChatMessage() now also accept an Entity as sender
  • Added UIGridSplitter, UIHorizontalLister, UIArbitraryHorizontalSplitter UI organizer classes
  • Unified pirateattackstarter.lua and traderattackedbypiratesstarter.lua in sectoreventstarter.lua
  • Added missing Descriptor getters for DockingPositions and TorpedoLauncher components
  • Added "craftFaction" property to Player
  • Added a table deepcopy() function
  • When adding scripts into the same VM, the first added script is used whenever possible
  • Client offers a "createDirectory" and "removeDirectory" function for inside "moddata/" folder
  • Server offers a "createDirectory" and "removeDirectory" function
  • Scripting API for scripts used by the game itself (Faction Map, Generators, etc.) now use Client/Server specific API
  • Creating an Entity() from an ID that doesn't exist no longer prints errors to the log
  • Creating a Faction() from an index that doesn't exist no longer prints errors to the log
  • Massively reduced cases in which scripts would be set to "invalid" after erroneous execution
Gameplay
  • Increased pause between 2 independent events to at least 10 minutes from 5
  • Increased amount of money in traveler's stash
  • Scrapyards now offer dismantling of turrets into parts
  • Reduced the AI behavior where AI ships with high reach run from player ships indefinitely
    • Reduced distance based on reach that the AI tries to keep between it and its target
    • Increased time interval where the AI updates the waypoints around its target
Bugfixes
  • [UBR] Fixed an issue with "invalid fighter stats" in fighter factory
  • [UBR] Fixed several issues with faulty translations causing crashes
  • Fixed several issues with screenshots and textures placed in non-ASCII paths
  • Fixed several íssues with loading lua files or other assets from non-ASCII paths
  • [UBR] Map commands jump range visualisation now works correctly for ships that can pass rifts
  • Fixed some performance issues in flight AI
Known Issues
"Sadly, some things cannot be modded yet, because they're too deeply rooted inside the game's core engine. We're working on making those things moddable in the future as well."
  • Some things like Materials, Rarities or Blocks cannot be modded yet
  • We know of some issues where players experience lower FPS while mods are enabled


Update 0.22.2 - Reconstruction Tokens

Ship Reconstruction

In the last update, we already changes some of the behaviors when your ship gets destroyed. Deaths in Avorion are harsh. We all know that. Especially new players get punished early for not knowing the game, after they invested tons of resources in their first ship and then - poof - it's just gone. That's true ragequit material, and nobody wants that. We're changing the insurance system to an equivalent reconstruction/respawn system that will be both more intuitive for everyone and more forgiving when you're just starting out.

The old insurance system was a compromise, and not a good one. Somewhat permadeath, but not really, yet you still lose enough that it caused beginners on titanium tier to ragequit. We needed a system where it is completely clear to players starting out that they CAN get their ship back, and where they DO after their first death (hence the first token is free). People try out the game, invest 3 - 5 hours in their first ship and then it gets destroyed, and it's not forgiven - at all. That's not fun, it's only frustrating. And when it's not fun, then it's not a good game.

Reconstruction Tokens

From now on, you can buy reconstruction tokens at repair docks, which will allow you to completely restore a destroyed ship. To avoid exploits, cargo and fighters (blueprints are restored!) are exempt from this. Reconstruction tokens cost about 20% to 30% of your ship's value, and the first token of each ship is free on normal and lower difficulties.

Repair docks are getting big changes: From now on you'll be able to restore your ships at repair docks, either for Reconstruction Tokens or for your ship's worth of money. Buying a Reconstruction Token will also repair your ship for free.

Quality of Life Changes

We're adding some more features that should make it easier and less obnoxious to start out in Avorion. Base crew size of ships is now doubled (from 4 to 8) and ships start out with a base crew on lower difficulties.

In addition to that, we're drastically reducing artificial hyperspace calculation times (by 90%). Keep in mind that hyperspace calculation times have been introduced to mask sector loading and generation time, and it can still take a while until your target sector is ready. You should feel a drastic improvement for long jumps though!

More Changes

There are many other smaller improvements in this patch: UI Improvements such as smaller notifications on the bottom right and less annoying hint boxes, as well as a new block shape!

To get the full list of changes, check out the patchnotes of this patch:
https://steamcommunity.com/games/445220/announcements/detail/1609385662090749980