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Avorion News

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

Patch 0.29.6

Gameplay
  • Trading Post can now be configured to not buy goods
Balancing
  • Profit from consumed goods at stations is now 10% (up from 5%)
Memory Usage
  • Reduced base memory usage of logged-in players
  • Reduced base memory usage of server & client
Bugfixes
  • Fixed a crash in gates
  • Fixed a crash on server startup

Beta Branch Patch 0.30 - Missions, Bosses Sound

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'.

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!"
  • Added two new missions to introduce the player to boarding and station founding
  • Added three new missions to bulletin boards
  • Missions at bulletin boards now depend on the station's type
  • Added two new bosses that need special tactics to beat
SFX Changes
"We improved our sound engine to use effects and filters to create a more immersive sound experience."
  • Implemented reverb effect and lowpass filter that increases with distance
  • Sounds now use the inverse distance model instead of linear for a more natural falloff
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."
  • Added impact sounds that not only depend on the surface (metal, stone, shield) but also on the damage type (physical, energy)
  • Added new sounds for different types of destruction, like explosions, blocks breaking, rock being smashed
  • Added distinct sounds for the different laser weapons like mining, salvaging, repair, point defense, etc.
  • Implemented laser impact sizzle sound
  • Added tractor beam sound effect
  • Added new sounds for cannons, chainguns, anti-fighter guns and railguns
  • Added dedicated sounds for metal-metal, metal-stone and stone-stone collisions
  • Added new shot impact sounds depending on the surface and weapon type
  • Collision and impact sounds are now attenuated when happening in quick succession to prevent unnatural stacking of sounds
  • Added ambient sounds to stations, factories, mines, gates and wormholes
  • Added various new UI sounds
  • Added sound effects for entering and exiting hyperspace
  • Sounds are now paused when the game is paused
  • Volumes, effects and filter settings can be tuned via a 'data/sfx/volumes.ini' file
Balancing
  • Improved the shooting time and relative reload time of energy cooled weapons
Scripting API
  • Added new script 'missionbulletins.lua' which distributes bulletins to specific stations
  • Added new class Shield to access a shield component
  • Shields can now be made invincible
  • Added passive patrol script where entities only fight after being attacked
  • Added SoundSource class that supports playing, stopping and looping sounds
  • Added EntityArrivalType to create[Entity/Object/Ship] functions
Bugfixes
"As always, bug fixes marked with [UBR] stem from bug reports we got from users. Thank you so much for helping and keep it up! :)"
  • Fixed an issue with "Fleet Commands" mission
  • [UBR] Fixed an issue where declarations of war without sender could happen
  • [UBR] Fixed some issues with attacking behavior of AI
  • Added missing translation for teleport command

Update 0.29.5 - Supply Demand Economy and Difficulty

Economy: Supply And Demand
We improved the economy so that factories create a perceptible supply and demand. This supply and demand is regional and will directly influence the prices of goods. High demand -> high prices and vice versa. Most importantly: You can influence this by founding or destroying factories, so go nuts! Very high demand lets prices rise up to 130% of their base price, while high supply can make them go as low as 70%. Combined with other factors such as reputation or current factory stock, prices can range between ~50% and ~150%, giving you a potential 100% revenue.

IMPORTANT: Existing Saves
IMPORTANT: This affects existing saves! The galaxy generation algorithms have changed and sectors visited BEFORE the update still have the factories of the old algorithms. This means that the supply/demand prediction will mismatch around those sectors. You can fix this easily by simply visiting those sectors. Their factories will be updated into the galactic trade network and supply/demand prediction around them will correct itself.
Although, if you've been thinking about starting a new playthrough anyways, now would be a good time.


Trading System Upgrade
With 'Exotic' and 'Legendary' type Trading System Upgrades you can now view above supply and demand fields on the galaxy map for every single trading good. This is a massive help when finding your own trading routes, since you can now see where to go to buy cheap and sell high!


Technical Background
In order to make the above changes happen, we had to do some major restructuring of the procedural generation algorithms. We are now able to reliably predict most of the content of a sector, without having to generate it (thus saving a lot of performance). This is probably mostly important for modders, but it's going to help us a lot with development in the future. Yay!


Faction Territory Maps
A feature that we have wanted for a long time and that basically came for free with the above changes are buyable faction territory maps. You can now buy different maps of a faction's territory, making it easier to find the perfect gate route or trade route.

Consumer Station Changes
Consumer stations such as habitats, casinos and biotopes (also: mines, shipyards, repair docks, etc) now behave a little differently. Previously, they just bought goods and used them up to create an end point for goods in the economy tree. Since all they do is buy and essentially destroy goods, players would not get any advantage by founding those stations themselves. In order to remedy this, we allowed those stations to "buy" goods for free, so that players can just pick up those goods every once in a while. This led to a few economical issues and made those consumer stations massively overpowered (imagine getting regular free deliveries of 50 body armors or mining robots).
We changed the behavior in this update. Players now have to pay for the goods bought by consumer stations (if they're configured to buy goods). But when the population of the station uses up the good, they buy them from players first, for a 5% increased price than what the player paid for them. This nets the player a long-term 5% profit from all goods bought by their consumer stations.


Difficulty Changes
We're changing the difficulty settings. We got a lot of feedback telling us that the game is too easy, and we saw that the current 'Insane' difficulty is actually more of an 'Expert' mode. At the same time we had a few difficulties that seemed arbitrary. The 'Insane' difficulty that you've known until now is now 'Expert'. 'Veteran' got quite a bit harder, and 'Normal' and below difficulties remain almost unchanged. We've added a 'Hardcore' Mode and 'Insane' is now 'Hardcore' with additionally ramped up damage.

Some of these changes aren't final yet, but so far they performed well on the beta branch, so we're setting them live for everyone now and will be listening closely for your feedback. We're planning a few more improvements to difficulties, such as bigger, badder and more specialized enemies. Sadly those changes didn't fit into this update, but you can expect them in one of the next updates!

Bugfixes
  • [UBR] Fixed an issue with Trading Posts where prices would fluctuate between it and Trading System Upgrade
  • [UBR] Player stations' prices are no longer influenced by relations to other buying/selling factions
  • [UBR] Fixed warning message about missing Reconstruction Tokens when on Hardcore or higher difficulty


Other Changes
There are several other changes that are being introduced with this update, like an improved factory configuration UI, stackable upgrades, less random loot drops and more. You can check out the full patch notes here:

https://steamcommunity.com/games/445220/announcements/detail/1618410615047152560
https://steamcommunity.com/games/445220/announcements/detail/1618410615065638352
https://steamcommunity.com/games/445220/announcements/detail/1699475956774070125
https://steamcommunity.com/games/445220/announcements/detail/1699475956795465518
https://steamcommunity.com/games/445220/announcements/detail/1710735679732186793

Beta Branch Patch 0.29.4

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
  • Increased amount of goods used up per tick in consumer stations
  • Using up of goods now happens every 2 minutes and is no longer dependent on RNG
  • Player owned Consumers by default now don't buy, until they're told to
UI
  • Added a button to Consumer where buying can be toggled on/off
Bugfixes
  • Fixed an issue in turret factory supplier related to using up of goods
  • Fixed trading manager UI not getting updated correctly on buy/sell