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Update 2.0 - Now Available!

We’re incredibly happy to announce that Avorion is now finally ready to have another version increase! With update 2.0 we bring you a ton of Quality of Life improvements. We have streamlined several features and massively improved the UI! We’re absolutely thrilled about this update and hope that you are, too!
Thank you for buying Avorion, supporting us and for helping us make this game better and better!

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[h3]New Progression[/h3]
With this update we’re introducing a new experience that makes the game a ton more fun. The new progression keeps players on their toes, challenging them in a new way and encouraging them to try new things.

Instead of being able to build everything right from the get go, the new system requires you to build with the materials at hand and limits the processing power and size a ship can have. To unlock the next material you have to acquire the building knowledge for it. This can be done by either fighting a boss or a difficult pirate encounter, or, if you’re not the fighting type, it can be bought at Shipyards.

With this you can experience the game in a new way! Explore regions and their materials and learn how to use their advantages to build the perfect ship to overcome the next challenges.



And if we weren’t able to convince you - you can simply go back to the old system and play the game in the new Classic mode, too!

[h3]Captains, Commands and Crew Improvements[/h3]
Our old captains got some love with this update. They now have personalities, perks and quirks and are much more autonomous. Instead of having to click a ton to set up a good mining route, you can now simply make a contract with your captain. You tell them where to go and which ships to take as an escort, and they will handle everything around it. From finding the sectors with asteroids to refining the collected ores, and regularly sending you their yields, everything will be taken care of.
Of course, we’ve done that not only for mining. The new commands include everything necessary to live a comfortable life in the galaxy, such as trading, scouting and even traveling long distances!



With the introduction of the captains we’ve also reworked how the crew in general works. In short - you now need less crew, but can over-assign posts to achieve up to 200 % efficiency! And you no longer need to hire higher ranked crew members, as your crew automatically promotes crew members as soon as higher officers are needed. This should make finding enough crew for your awesome battleship much easier!

[h3]Player Profile[/h3]
To keep better track of what you’ve achieved on your playthrough, we added a new Player Profile section. In this section you get an overview of all the things you can do in Avorion. We hope that you’ll have just as much fun unlocking the milestones as we do!



[h3]Fighters[/h3]
We’ve rebalanced fighters and among several changes to their stats we’ve also improved their overall gameplay feel. With improvements to their AI, pilots now staying on the ship and not getting lost if the fighter is destroyed and fighter production having been reworked (both in cost and time), the carrier playstyle will feel much more viable now.
Additionally squads now get one overall squad skin, so that all fighters within a squad have the same look. This also means that the game performance around fighters is much better!

[h3]Hyperspace engine[/h3]
The hyperspace engine got lots of love as well. In short, your hyperspace engine will now charge before the jump and can even do several consecutive jumps without having to reopen the map every time! Additionally, hyperspace jumps need much less energy in total now and with the new animation and sound they feel a lot smoother.



[h3]Autopilot[/h3]
And last but not least, the universally most wished feature is here! Every ship is now equipped with a powerful autopilot that can do menial in-sector tasks for you. Docking to a station, flying somewhere, mining or salvaging, repairing or attacking ships, … Give the order and lean back while your ship does all the work!

This is only a small selection of what is actually contained in the new update. For full details check out the final patchnotes for Update 2.0

Update 2.0 now live!

Hey everyone! These are the final patch notes for update 2.0! We left out the changes that only affected beta-versions, and are listing everything that is important for players that played 1.3.8 so far. There is much, much more that has happened and as always the devil is in the details! We're only listing the most important changes here. We'd like to encourage you to check out the update yourselves and see for yourselves how things have improved!

[h2]Gameplay Highlights[/h2]"So much has happened! So we'll only list the biggest changes! We had plenty of balancing changes as well, and we'll keep an eye on things to make sure that things stay smooth!"
  • Added a "Free Play" Scenario
  • Added repair with credits only at Repair Docks
  • Fixed an error in the name-translator of other ships and stations
    • Names of NPC ships & stations should now be more pronounceable
  • Added more diverse civil Ships
  • Added ambient shuttles that populate the sector
  • Added more named weapons
  • Added a secret boss fight
  • Added a new procedural bounty hunting mission
  • Added lights to some containers
  • Added a shortcut to the Exodus story mission
  • Added Towing instead of Reconstruction Tokens
  • Added a device to rename sectors
  • Added a device to leave a message for other players
  • Removed cargo shuttles, factories can now trade with each other in-sector through the ambient shuttles
  • Added a pirate loot transporter
  • Added a few easter eggs
  • Torpedoes can now be dropped as loot
  • Added strength indicators for enemies
  • Added a Travel Hub: buying a jump boost increases the hyperspace jump range for the next jump
  • Made flight AI of ships in combat more reckless and engaging
  • Improved AI of mining and salvaging ships
  • Added several new sound effects for weapon & other loot pickup
  • Improved the introduction missions for the Strategy Mode and Trading
  • Added a mission to track progress of the Xsotan Swarm Event
  • Added some trading goods that can be dropped during R-Mining & R-Salvaging
  • Improved names of turrets and upgrades
  • Added pirate carriers
  • Harvest and Repair AI no longer reorder weapon groups and use only the best turrets on targets
  • Renamed "Smart Blocks" to "Functional Blocks"
  • Stations and ships of players are now be attacked by pirates or factions that are at war with the player from time to time
  • Improved Controls
    • Ship doesn't try to automatically turn towards the camera view while standing still (toggleable)
    • Added a combat zoom functionality when holding right mouse (mousewheel)
  • Added a free camera in building mode (arrow keys)
  • Added tons of cool other stuff

[h2]Balancing[/h2]"Just like the other changes, a lot has happened here and we're listing only the most important ones! One of the most important goals was to make the early game less grindy, though. If you're interested in the details, check out the patchnotes for patches 2.0.1 to 2.0.6."
  • Improved rewards of nearly all missions
  • Reduced number of claimable asteroids, increased their value
  • Upgrades start to drop once they're starting to be useful (ie. no shield-upgrades in Iron & Titanium regions, etc.)
  • Massively increased capacity of battery blocks
  • Added one imbalance to test our community & bug reporters
  • Reduced amount of processing power required for Subsystem Sockets 4 and up
  • Improved the Trading Subsystem to start tracking routes and showing prices at much earlier rarity levels
  • Increased amount of resources available at Resource Depots
  • Reduced cost of resources at Resource Depots
  • Increased profit when selling resources at Resource Depots
  • Most missions now additionally give resources as reward
  • Decreased influence of pirates and Xsotan on hazard zone trigger when destroying freighters by 75%
  • Adjusted NPC boosting behavior to make sure they don't kite as much
  • Relation gain for repairing for money at repair docks is now similar to shipyard
  • Relation gain of all bulletin board missions increased
  • Xsotan Artifact II now gives +6 auto turret slots
  • Xsotan Artifact III now gives +6 auto turret slots
  • Xsotan Artifact IV now gives +6 auto turret slots
  • Xsotan Artifact VII now gives +7 Hyperspace Range (up from 5)
  • Shield boosters now give a flat bonus to shield instead of a percentage
    • Dev Comment: Energy to shield converters are now the go-to item when you want % shield improvements
  • Increased amount of shields provided by energy to shield converter subsystem
  • Energy to shield converters now stack with other shield bonuses
  • Reduced pirate HP/shields by 20 - 25% since the game has become more challenging with the building knowledge slot limitations
    • This also speeds up combat with pirates in general
  • Reduced prices of torpedoes by 56%
  • Doubled base rewards for delivery missions
  • Delivery mission bonus reward now scales with location in the galaxy
  • Doubled base rewards for resource shortage missions (now 4x the good's price)
  • Resource shortage mission bonus reward now scales with location in the galaxy
  • Increased number of available bulletin board missions
  • Increased minimal rotation speed for all turrets
  • Halved frequency of fake distress call in comparison to normal distress call

[h2]UI Redesign[/h2]"We all know it was necessary, and things look so much better now! We hope you enjoy it just as much as we do! We're only listing the most important changes here, there are many more small things that were improved."
  • Improved the looks of the UI
    • You don't know how much I'd love to go on about this, but you should instead just check it out yourselves :)
  • Added several color-blind modes
    • Colorblind people: Please provide feedback if things are clearer now, we'd like to know if there is still stuff to improve!
  • Added a new scenario selection UI for singleplayer games
  • Added a detailed sector overview
  • Added several Galaxy Map improvements
    • Added pinging on the Galaxy Map
    • Added a setting to reveal your position to others
    • Added a toggle between faction & relation colors on the map
    • Added areas to show where your ships are currently doing operations
    • Sectors can now additionally be tagged with an icon when adding a note
    • Added more buttons for showing/hiding different ships (distinguishes between "on screen" and "on operation")
    • The currently tracked mission can now be shown on the galaxy map
    • Added a legend to galaxy map
    • Refined the “Sector Information” on galaxy map
  • Added many hints about buttons and controls
  • Improved camera controls in StrategyMode & GalaxyMap
  • Improved UI of craft weaponry
    • Turrets can be replaced and removed in ship overview
    • Turrets can be assigned as auto-firing here
  • Added arrows that show if a selection can be scrolled further up or down
  • Added a slider to saved designs window in Build Mode to scale a design 2 slots up or down
  • Added little highlights to find loot more easily
  • Added filtering by ship & station in the fleet overview
  • TAB now switches between Ship and Player window
  • Added hints for actions to each window and tab
  • Added little markers to turret icons for the different slot types
  • Added new icons and cursors for actions that require a target
  • Mail window now sorts newest mail to the top of the list
  • Mail window now shows mails with attachments
  • Mail window now highlights unread mail better
  • New notifications are now shown at the bottom

[h2]Auto-Targeting[/h2]"No more 50% penalty but full control over which turrets should fire independently!"
  • Removed the 50% damage penalty from automatic turrets
  • Added new kinds of turret slots:
    • Defensive (for PDCs)
    • Auto Slots (for automatic turrets)
  • All turrets can now be configured to be automatically firing
  • Added new subsystems for automatic turrets, updated existing subsystems to include automatic slots where appropriate

[h2]New Progression[/h2]"The new progression is meant to challenge you on your way to the center of the galaxy. Players will be required to prove themselves in a new area before they can get their hands on the new building knowledge. We believe this provides a much more fun way to play your chosen playstyle, or to even try a different playstyle for a bit. And to keep Avorion a true sandbox: If you don't like the new progression, you can simply go for Avorion Classic!"
  • Building blocks now requires Building Knowledge about their material, which you can find over the course of the game
    • Either beat a strong pirate or boss encounter in the respective area, or
    • Achieve good relations with a faction and buy the knowledge at one of their shipyards in the respective area
  • Building Knowledge grants you the ability to build up to a certain material and subsystem socket number (read: Processing Power)
  • Processing Power
    • Made Processing Power of the ship more visual
    • Improved clarity about what Processing Power does and what blocks increase it
  • Functional Blocks that increase processing power are now clearly marked as such
  • Added a "Classic Avorion" Scenario, which has full Building Knowledge unlocked from the start

[h2]Crew Rework[/h2]"Hiring crew was sometimes a rather tedious task, and the amount of crew necessary for some ships was a little overwhelming. With 2.0, we want to give you the options of either having a more bare-bones crew on the ship or investing in a fully functional crew that will boost your ship's performance to 200%!"
  • Reduced the amount of crew necessary to keep the ship running at basic capacity
    • Only half the crew is necessary now
    • Adjusted salary accordingly
  • Reduced the amount of workforce that is necessary to push a ship's performance to 100%
  • Ship performance of engine and mechanics can now be boosted to up to 200%
    • Boost in velocity is now reflected in the velocity display of the HUD
  • Ranks are now assigned automatically by your crewmembers
  • Ranks are now among the crew and no longer separate professions
  • Morale decays more quickly once there is an issue on the ship
  • Morale will only start to impact workforce once it arrives at 0%
  • Morale no longer leads to the crew leaving the ship, but instead going on strike
  • A crew transport can now be called in when 100 crew is necessary (down from 300)

[h2]Map Commands[/h2]"More work for your captains - less for you! With the new map commands you can now easily send your ship on a longer mission to collect resources, trade, explore and more!"
  • Changed the map commands to be easier to use and less finnicky
  • Map commands require a captain, who will then take full control of the ship
  • Send an escort with your ship to increase its safety
    • The ship won't be available during that time, unless recalled
    • Ships with captains show up from time to time in the area they were deployed in
  • Added the following new commands:
    • Mine
    • Salvage
    • Travel
    • Sell
    • Procure
    • Trade
    • Supply
    • Expedition
    • Scout
    • Restock
    • Refine
  • Added regular yields that the captains of the ships will send to you in a time interval specified by you

[h2]Captains[/h2]"We gave captains more character - and a class. And traits. And levels."
  • Added new kinds of captains with various classes, perks and traits
  • Captains can now level up
  • Tier 0 captains gain a class determined by their last fulfilled operation once they reach level 5
  • Captains now give bonuses to the ship, depending on their class
  • Multiple captains can be taken on the ship as passengers
  • Added a new mission that ends with the option to take a high-tier captain on board
  • Specific stations produce specific captains

[h2]Fighter Rework[/h2]"We want the carrier-playstyle to be more of a specialization that's worth it - so we're making things easier but we'll also require you to specialize your ship more to, uh, carrier more."
  • Added grouping of Squads
  • Fighters are now remote controlled, pilots stay on the ship and won't get lost on destruction
  • Player fighters without mothership (and thus without pilot) now fly in circles
  • NPC fighters without mothership (and thus without pilot) now explode
  • Fighters can now boost when they start flying longer distances
  • Carriers need subsystems on board for more than 1 squad
    • Added a new subsystem for fighter squads
  • Added a fighter skin that can be applied to an entire squad
  • Performance Improvements
    • Improved rendering performance when fighters are deployed
    • Improved networking performance of the mothership
  • Massively increased durability of fighters
    • Durability now scales with tech level and used material
  • Increased damage of (new) fighters by 33%
  • Rebalanced costs of fighters to match the "3 fighters = 1 turret" design philosophy
  • Fighter production time is now 50% linked to their tech level and 50% to their durability
  • Fighter production time is now always at most 1h
  • Fighter production time now can be reduced by at max 90%
  • Fighter production time reduction is now 1min per 1000 production capacity on the craft
  • Fighters now always take at least 30s to produce, down from 60s
  • Increased amount of fighters available at stations
  • Improved fighter AI when returning to mothership
  • Increased range of Anti-Fighter cannnons by 1km
  • Once all guaranteed dodges of a fighter are used, they get a 0.25s cooldown until the next random dodge can be done
  • Guaranteed dodges recharge over a period of 60s instead of 120s
  • Fighters now get (3 + 2 x [PilotLevel]) guaranteed dodges up from (3 + 1 x [PilotLevel])
  • UI Improvements
    • Added small HP bars for fighters when showing the entire squad
    • Added small markers for fighters
    • Added HP bars for deployed fighter squads

[h2]Autopilot[/h2]"Every ship now has an autopilot that will take over when you give it an order, especially when you're sitting in it. You guys wanted automatic docking? You get automatic docking. Give the order, sit back and enjoy the show!"
  • Ships can now always be controlled as long as they're in the same sector as you
  • Ships won't require a captain for basic commands any longer
  • When commanding your own ship the Autopilot of the ship kicks in

[h2]Central/Outer Faction Area[/h2]"To give the factions on the map more feeling of actual civilizations, they'll now have a central and outer region in their area. More commerce in the inner regions, more outlawnessness (is that a word?) in the outer regions."
  • Added a differentiation between inner and outer faction areas
  • Inner Faction Area
    • Secure, many factories, densely populated, lots of commerce and trade
  • Outer Faction Area
    • Less secure, more empty sectors with resources, less populated, somewhat more dangerous, less activity
  • Improved characteristics of factions, depending on the faction

[h2]Tutorial & Encyclopedia Improvements[/h2]"We brought the tutorial more up to date and made it easier for new players to start out in this complex game."
  • Streamlined Tutorial and brought it more up-to-date
  • Improved integration of Encyclopedia into first few hours of the game
  • Added many new Encyclopedia articles

[h2]Player Profile[/h2]"You can now keep track of your achieved milestones and possibilities of what's to come in the Player Profile!"
  • Added a player profile to keep track of your progress
  • Milestones in player profile show what you've achieved and what things are still to come

[h2]Hyperspace Improvements[/h2]"You know a feature isn't really top-quality when people Alt-Tab out of your game to do something else while waiting for hyperspace cooldown. So we made Hyperspace Travel more engaging and fun, and most importantly: Less annoying!"
  • Hyperspace calculations can now be done over multiple jumps without reopening the galaxy map
  • Hyperspace jumps require you to charge the jump drive before jumping, instead of after jumping
    • This prevents players getting stuck without being aware that something like that could even happen
  • Hyperspace jump cooldown is now max. 60s for all ships
  • Reduced hyperspace jump range boosts through upgrades and blocks
  • Hyperspace upgrades now either give
    • Small jump range boosts without increased cooldown
    • Large jump range boosts and increased cooldown
  • Hyperspace jump cooldown can be reduced by boosting towards the next jump point

[h2]Smaller Changes[/h2]"Hooray if you made it all the way down here! As a reward, have a few more things that were impactful enough to be worth mentioning in this wall of text."
  • Tutorial now starts with the same player resources regardless of difficulty level
    • Additional resources are then given to players after completing the tutorial
  • Large, empty Iron & Naonite asteroids now have the shape of Titanium asteroids to make them distinguishable from claimables
  • Pirates can now be cowards and flee from a fight once too damaged
  • Wormholes selected in Strategy Mode now show their distance
  • Added a safety conversation line for Swoks when picking "I'll pay", to confirm that player actually wants to pay
  • Renamed "Crew Shuttles" to "Boarding Shuttles"
  • Added changing of root block
  • Added a key to save designs from main menu
  • Added a filter to saved designs window to filter by "Can I build this right now"
  • Added a free camera in build mode
  • Added an icon to bulletin board to quickly identify a mission
  • Ship AI is no longer limited by range of PDCs when they have other weapons they could use
  • Self-pulling into a dock via tractor beam now pulls slightly longer to avoid edge-cases where it's just barely not possible to dock
  • The trader that is attacked by pirates no longer dies in 2 seconds
    • It's now 120s, except when you're helping them with the dying
  • Added a hint for turning dead zone of turrets, to avoid unfortunate placement of turrets on the front of the ship
  • Improved crew notifications
  • Fighter engine trails are now longer when boosting on particle setting "High"
  • Added a hotkey binding to select own ship (unbound by default)
  • Force turrets are now also compared by force when sorting by damage in inventory
  • Ships can now be sent through wormholes in strategy mode
  • Salvage AI now stops when its salvaging license runs out
  • Gems are now bought by Habitats and Casinos
  • AI ships can now use armed auto turrets to defend themselves while mining/salvaging
  • Turret positions are now updated when scaling and rotating the whole plan in building mode
  • Added a hotkey to track missions when they're updated
  • Reduced base time that it takes to build a ship with captain at a Shipyard from 300s to 40s
  • Implemented a setting for servers to enforce steam networking and not fall back to TCP protocols
  • Reduced default size of damage numbers
  • Once a player has crossed the barrier, the teleporters will always activate automatically when that player enters the teleporter sector again
  • Strongly reduced slowdown of turrets when approaching their aimed point
    • Turrets now snap correctly to target instead of slowly approaching it
  • Stations and ships of players can now be attacked by pirates or factions that are in war with the player
  • Delivery and organize goods missions now mark their target stations
  • Added icon to show that permanent installed upgrades can be removed without getting destroyed
  • Fighter wings can now be deleted even when they contain fighters
  • Enemies no longer oscillate between player and center of sector when player is too far out
  • Added little lights to some containers
  • Strategy mode is now bound to “N”
  • Swapped default hotkeys for Ship and Player Menus (I, P)
  • Added a text field to cargo bay for dropping a specific amount of goods
  • Added a Turret Rotation Lock Edge block
  • Auto-Assign now only unassign as many crewmen as it needs to fill all professions
  • Torpedo and boarding warning sound is now attenuated over time to be less annoying

[h2]Bugfixes[/h2]"We actually fixed way, way more bugs than those, but we're listing the most annoying ones here. Many of these were brought to us by users through our in-game bug reporting system! List may be incomplete since many systems were reworked, which could lead to bugs being fixed automatically."
  • Fixed an issue where multiple blocks could exist in the same space, leading to highly exploitable ship designs
  • Fixed an issue where all factions of the map would be kept in memory all the time
  • Fixed several issues with AI just turning, but not flying
  • Fixed an issue where Swoks would not attack when shot at
  • Fixed several issues where named weapons were a little underwhelming
  • Fixed an issue where weapon hits would be desynced between client & server
  • Fixed an issue with the Avorion window icon
  • Fixed an issue with wrong proportion of factory storage
  • Fixed an issue with factory production display
  • Fixed an issue when ships won't fit through wormholes/gates
  • Fixed an issue where ship wasn't properly deleted when deleting all blocks
  • Fixed an issue where some ships couldn't be commanded after restoring a backup
  • Fixed an issue where mod window didn't scale properly with UI scaling enabled
  • Fixed some issues with target reticles not being drawn properly once too far away
  • [UBR] Fixed an issue when loading key bindings that used Ctrl, Shift or other modifier keys
    • You might have to reset controls or reassign the controls for them to work again
  • Increased grace timer when a ship is destroyed in a Scrapyard sector
  • Fixed a crash in “Eliminating Rivals” mission
  • Fixed a crash in “Propaganda Materials” mission
  • Fixed a crash in “Display of Strength” mission
  • Fixed a crash in “She’s Innocent!” mission
  • Fixed a crash in “A Lost Friend” mission
  • Fixed a crash in “The Guardian” mission
  • Fixed a crash in “Wanted Dead, Not Alive” mission
  • Fixed an issue where changes in material weren't reflected in costs of saved designs window
  • Fixed a bug in asteroid field generation
  • Fixed an issue where the energy system didn't drain energy for a few seconds when going into drain
  • Mined ores and scrap are no longer tagged as stolen when picked up by someone else after the reservation timer runs out
  • Fixed an issue where switching to alliance ships over the map wasn't possible
  • Fixed some issues where AI-controlled ships didn't calculate their braking distance properly
  • Fixed an issue where some missions didn't continue when switching into ship when it's in the sector where the mission happens
  • Fixed an issue where heal rates of fighters in fighter factory were too high
  • Fixed pirate title not being translated in dialogs
  • Fixed an issue where esort ship weapons sometimes dealt no damage
  • Fixed an exploit where crew payday was reset when crew of the ship was empty
  • Fixed an issue where projectiles didn't properly collide with objects very close to the turret
  • Fixed an issue where ships could hang when destination sector was suddenly out of reach
  • Fixed an issue where ships were using the wrong turrets for some jobs
  • Fixed several issues for lower resolution
  • Fixed an issue where Xsotan artifacts didn't stack in inventory
  • Fixed an issue where several bosses didn't react to alliance ships as enemies
  • Fixed an issue in a Family mission when there was no associate
  • Fixed an issue where a resource depot's icon wasn't properly set even though it had missions available
  • Fixed an issue in crew tab where text could read 'due in 0 seconds'
  • Fixed an issue where the map could be opened while in build mode (or paused in general), causing problems and making the game hang
  • Fixed several issues where missions didn't yield reputation when doing them in an alliance ship
  • Fixed an issue in auto fire mode where turret didn't attack currently selected target
  • Fixed several issues in search and rescue mission:
    • Spawned wreckage can no longer have captain logs with conflicting dialog
    • Dialog option to give information is no longer shown on any ship or station
    • Location bulletins are now immediately updated if correct sector was found
    • Only correct sector is now marked as target location if correct sector was found
    • Added description line to tell player what to do with the wreckage
    • Wreckage of search and rescue is now constantly chattering to emphasize auto message system the dialog talks about
  • Fixed several issues where legendary turrets had wrong crew members
  • Fixed an issue where players could have bad starting relations to their home sector faction
  • Fixed an issue where destruction of pirates or Xsotan didn't give reputation when other factions helped destroy them
  • Fixed broken display of stats in shipyard
  • Fixed an issue where player to player damage could still happen even when disabled
  • Fixed an issue where fire power of a ship didn't update properly when all turrets were removed
  • Fixed an issue where turrets could show up in System Upgrades inventory
  • Fixed an issue where turret factories showed the wrong turrets sometimes
  • Fixed an issue where the news window didn't update properly
  • 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
  • Fixed an issue where introduction missions could spawn on the other side of the barrier
  • Fixed an issue where the reticle of beacons was visible in build mode
  • Fixed several server-side crashes
  • Fixed an issue where invalid characters could be added to ship name text box
  • Fixed an issue where some projectiles were displaced after being fired
  • Fixed an issue where enablers of different input contexts would block other keys
  • Fixed an issue where wrong stats were displayed in ship tab
  • Fixed an issue where turret designs weren't restored correctly when repairing
  • Fixed an issue where turret designs flickered on undo/redo
  • Fixed an issue with icons not being cleared in fleet overview
  • Fixed a crash when jumping with the ship window open
  • Fixed an issue where mines didn't buy things as intended
  • If you're still reading: have a really nice day and lots of fun with this update!
  • Fixed several issues where jumping into some specific sectors could cause the game to crash
  • Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
  • Fixed an issue where auto turrets were shooting ships that were assigned as friends
  • Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
  • Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
  • Fixed an issue where hangar didn't properly detect highest material of deployed fighter
  • Fixed some overflows in cargo bay that were just a little too easy to reach
  • Fixed a GPU memory leak
  • Improved performance of icon rendering in inventory
  • Fixed an issue where colors weren't correctly translated in building mode
  • Fixed an issue where hyperspace engine didn't go on cooldown properly when changing reach
  • Fixed an issue where shots were desynced between client and server, looking like they hit when they didn't and vice versa
  • Fixed an issue where windows had unforeseen overlap in main menu
  • Fixed an issue where a pirate wasn't properly set to friendly in family storyline
  • Fixed an issue where the amount of resources gainable through the "Resource Shortage" mission didn't scale depending on location in the galaxy
  • Fixed an issue where stolen goods were usable for "Resource Shortage" mission
  • Fixed an issue where turret AI could see higher-level hidden asteroids than it should
  • Fixed an issue where docking lasers remained when pulling an already docking ship towards you while in a station
  • Fixed dialog in missing freighters mission
  • Fixed an issue where the root block of a ship remained in multiplayer as a ghost
  • Fixed an issue where hyperspace cooldown could be 0s
  • Fixed several issues where camera positions weren't properly remembered for ships
  • Fixed an issue where the dialog with IHDTX could start in loading screen
  • Fixed several issues with bosses that led to them being friendly towards the player
  • Fixed several UI issues

Beta Branch Patch 2.0.6 - 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 Branch - Newest Changes & Experimental Features'.

[h2]Gameplay[/h2]
  • Ships now appear more often while on operations
  • Codes of mission exodus shortcut are now tracked in the mission description

[h2]Balancing[/h2]"We'd like to reduce wait times for high-end ships when traveling with hyperspace jumps, so we're significantly increasing hyperspace cooldown reduction bonuses, while increasing required energy by the same factor. This essentially speeds up hyperspace cooldown, saving you precious waiting time."
  • When remaining hyperspace cooldown is high, cooldown reduction by boosting is higher
    • when more than 120s are remaining, cooldown reduction is now 12x faster, required energy 6x as much
    • when more than 60s are remaining, cooldown reduction is now 8x faster, required energy 4x as much
    • when less than 60s are remaining, cooldown reduction is now 4x faster, required energy 2x as much (this is the system that was in place already)
  • In clear space:
    • when more than 15s are remaining, cooldown reduction is 12x faster, required energy 6x as much
    • when more than 7.5s are remaining, cooldown reduction is 8x faster, required energy 4x as much
    • when less than 7.5s are remaining, cooldown reduction is 4x faster, required energy 2x as much (this is the system that was in place already)
  • Boosting towards the jump point for HS jump cooldown is now possible while under attack
    • The same principles for faster cooldown apply as for the other systems above
    • Keep in mind that your hyperspace drive recharges with only 25% of its power while you're under attack

[h2]UI[/h2]
  • Updated translations

[h2]Bugfixes[/h2]"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 mouse sometimes moved erratically when galaxy map was opened in strategy mode
  • Fixed an issue where windows had unforeseen overlap in main menu
  • [UBR] Fixed an issue where a pirate wasn't properly set to friendly in family storyline
  • Fixed an issue on the galaxy map when a ship disappears while trying to find an area for its next operation
  • [UBR] Fixed several issues where milestones wouldn't unlock in alliance ships
    • Note that some milestones can only be unlocked as a player by design
  • [UBR] Fixed an issue where the amount of resources gainable through the "Resource Shortage" mission didn't scale depending on location in the galaxy
  • [UBR] Fixed an issue where stolen goods were usable for "Resource Shortage" mission
  • [UBR] Fixed an issue where turret AI was unable to see hidden asteroids highlighted by miner captain
  • [UBR] Fixed an issue where turret AI could see higher-level hidden asteroids than it should
  • [UBR] Fixed an issue where docking lasers remained when pulling an already docking ship towards you while in a station
  • [UBR] Fixed an issue where group 9 of turret orders was always reset when sending a ship on an operation
  • [UBR] Fixed an issue where auto assign crew setting wasn't reliably remembered when sending a ship on an operation
  • [UBR] Fixed galaxy map tracked mission display showing no or an old mission on reopening the map
  • [UBR] Fixed dialog in missing freighters mission
  • [UBR] Fixed an issue where autopilot wasn't stoppable by using mouse based keybind
  • [UBR] Fixed an issue where the root block of a ship remained in multiplayer as a ghost
  • [UBR] Fixed an issue where travel command could take 0s to travel to a location when hyperspace cooldown is low enough
  • [UBR] Fixed an issue where hyperspace cooldown could be 0s
  • [UBR] Fixed several issues where camera positions weren't properly remembered for ships
  • [UBR] Fixed several issues in "She's innocent!"
    • Pirates now attack player when they selected "pay" but can't
    • Pirates now jump away more naturally
    • Mission will now mark the sector where the container is if player forgets to take it
    • Fixed an issue where auto turrets could destroy a pirate that was important for the mission to continue
  • [UBR] Fixed an issue where the dialog with IHDTX could start in loading screen
  • Fixed an issue where additional hyperspace cooldown energy was going up even though the engine was blocked

Beta Branch Patch 2.0.5 - 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 Branch - Newest Changes & Experimental Features'.

[h2]Gameplay[/h2]"More general QoL for everyone! Ships now stop when they don't have a salvaging license in a scrapyard, gems now have a purpose, and we've added a 'stealthy' swiftness so that you can tell your ships more safely to fly somewhere with minimal attack problems."
  • Salvage AI now stops when its salvaging license runs out
  • Gems are now bought by Habitats and Casinos
  • Added a "stealthy" swiftness for travel command with very low attack probability but high travel time
  • Commodores of escorting ships now properly reduce attack chance for Travel Command
  • AI ships can now use armed auto turrets to defend themselves while mining/salvaging
  • 'Dock to station', 'peaceful patrol' and 'refine ores' AI states now set the ship to 'passive' instead of 'idle' to avoid spinning
  • Asteroids are now guaranteed in scrapyard sectors to avoid mining ships appearing and doing nothing
  • Captains can now no longer be Intimidating and Harmless at the same time

[h2]Balancing[/h2]"We're buffing the normal delivery missions to make them more worthwhile, and there will be more missions available in general. We're also changing the mine/salvage operation safe mode, and you won't be able to use absolute minimum effort ships in areas where they're obviously outclassed. It's been pointed out to us that sending a 2 slot iron ship to mine for 4h in (1:1) without it being in any danger doesn't feel balanced and we agree. They'll need to be at least a little bit on par with ships in the area or you'll have to use an escort to protect them."
  • Doubled base rewards for delivery missions
  • Delivery mission bonus reward now scales with location in the galaxy
  • Doubled base rewards for resource shortage missions (now 4x the good's price)
  • Resource shortage mission bonus reward now scales with location in the galaxy
  • Increased number of available bulletin board missions
  • Increased likelihood of Tier III captain mission
  • Mine Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
  • Salvage Operation's safe mode now reduces attack chance by 90% instead of setting it to flat 0%
  • Energy drain of energy to shield converter is now static for each rarity
  • Increased prices of energy to shield converter upgrades to be more on par with other upgrades
  • Increased fluctuation of the amount of goods available through trade contracts
  • Reduced reputation gain of a few side missions from +10000 to +7500 to make them more on par with other missions
  • Clearing out a pirate sector now grants +3500 reputation to a nearby faction

[h2]UI[/h2]"Some more UI QoL improvements, enjoy!"
  • Added an alternative view for ship weapon overview that doesn't fill out the selection by slot, but by turret
  • Added better error messages as to why a captain can't sell something (esp. which good is problematic)
  • Readded display of total crew salary
  • Escorting ships now additionally show the description of their escorted ships
  • Added a config option to enable/disable encyclopedia pop ups
  • Improved Translations
  • Improved rendering performance of map tag icons when there are many icons

[h2]Bugfixes[/h2]"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 some wrong translations
  • [UBR] Fixed an issue where fighter AI was not properly detecting wreckages
  • Fixed an issue where unowned objects were shown as purple instead of grey
  • [UBR] Fixed an issue where seeker shots of autopiloted ships targeted the wrong objects on the client
  • [UBR] Fixed an issue where autopiloted ships aimed badly on the client
  • [UBR] Fixed an issue where mines didn't buy things as intended
  • [UBR] Fixed several issues where jumping into some specific sectors could cause the game to crash
  • [UBR] Fixed an issue where ships on operations (and NPC ships) always used all weapons on the ship for everything
  • [UBR] Fixed an issue where auto turrets were shooting ships that were assigned as friends
  • [UBR] Fixed an issue where permanently installed upgrades could get lost when the ship was too massively damaged
  • [UBR] Fixed an issue where upgrades could get lost on reconstruction
  • Fixed a few script crashes
  • [UBR] Fixed an issue where the boost of ships would continue over loading screen, draining too much energy on hyperspace jump
  • Fixed a performance issue in UI of Mine and Salvage Operation
  • Fixed an issue where missions weren't tracked correctly
  • [UBR] Fixed an issue where academy was reset when a ship went on an operation
  • [UBR] Fixed an issue where cloning pods were reset when a ship went on an operation
  • Fixed an issue where repairing turret bases crashed the game
  • Fixed an issue where players would get Black Market DLC rewards even though they don't own the DLC
  • Fixed some crashes in commands when using them with alliance ships
  • Fixed a crash in strategy mode when hovering an object that was just destroyed
  • Fixed an issue where hangar didn't properly detect highest material of deployed fighter
  • [UBR] Fixed an issue where mining/salvaging fighters were recalled all the time by its mothership while mining
  • [UBR] Fixed rigid and coaxial turrets being able to shoot through the ship
  • [UBR] Fixed an issue where procurecommand's "stolen" checkbox was still checked and used even though it was invisible
  • [UBR] Fixed an issue where hyperspace engine cooling would show the wrong times

Beta Branch Patch 2.0.4 - 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 Branch - Newest Changes & Experimental Features'.

[h2]Gameplay[/h2]
  • AI can now use multi-harvest turrets to both mine or salvage

[h2]Balancing[/h2]"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

[h2]UI[/h2]"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

[h2]Bugfixes[/h2]"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