Avorion Newsletter

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19/06/2018

Q & A Combat Update II



Hey everyone,

we're glad to see so much excitement about the upcoming Combat Update II!
We've been getting a lot of questions and speculation about how exactly it's going to work so here's a little Q & A for you to make things clearer:

Q: Oh boy, all my ships look terrible, I usually use ships from the workshop and I'm really not that excited about building anyway, now I have to build my guns, too?
A: Don't worry, turrets still work the way you're used to. You still have to buy or loot turrets and you can simply install them on your ship just as you always have. The turret building mode will just give you the additional option to build a turret design to match your ship. You'll also be able to download turret designs from the workshop or get workshop ships with matching turrets.



Q: Is it only cosmetic or is damage, range etc. scalable with size/form of the turret?
A: It's mainly cosmetic - the idea is to let you build turrets that match your ships, not to rework the way weapons work completely. You have to equip a turret in your design for it to work. The same design can become a chain gun or lightning turret, depending on what you put inside. However, the size of your design does have an effect on the turret scale. If you build a size 1.5 turret, you can't equip a size 2 turret in it. Though you can use turrets that are smaller than 1.5.

Q: So how is looting going to work?
A: It will work exactly as it used to. Ships will still drop all the different kinds of turrets they do now. You collect them and either build them directly onto your ship or onto a turret base to activate one of your turret designs. You won't be able to loot other people's designs but you can download them from the workshop.

Q: Is there going to be a cap on the block count like there is with fighters?
A: Yes, due to performance reasons, a single turret can only contain a maximum of 250 blocks. The same is true for coaxial weapon designs.



Q: So how exactly is it going to work?
A: When you're in build mode, you'll be able to switch between ship building and weapon building and in the build mode for weapons, you'll have a choice between turrets and coaxial weapons. All weapons will be connected to the ship via a base and to enter the weapon's build mode, you have to select a base you want to modify on your ship. Once you leave the weapons build mode, you have to build a turret onto the base to activate your design. Inactive designs will not be visible when you're not in build mode.

A turret consists of three parts: the base, which is connected to the ship, the body, which is able to turn sideways, and the barrels, which can move up and down. Each part will have a bounding box. You need to stay inside the bounding box or your design becomes invalid.



Since the saved ships menu can get pretty crowded with all your ship and turret designs, autosaves and workshop subscriptions, we're adding a folder structure that lets you impose order and keep track of everything.

Most of the features we want for Combat Update II are ready. We still need to add a few things, do some play- and usability testing, maybe rework a couple of things if we find any problems, fix any major bugs that crop up, and then we'll be ready to start beta testing. So far things are going smoothly. If no major problems come up, you'll get to try it soon!

So long, have fun!

19/06/2018

Patch 0.17.1 Patchnotes - Server Browser, UI Scaling & Stability

Hey everyone, while working on the Combat Update II, we've realized that we have a lot of changes in the pipeline that we could easily release before the second part of the Combat Update.
Since we also want to aim for more but smaller updates, this seemed like the right thing to do.

There's also one very important feature in this update, that we wanted to roll out as soon as possible: Automated crash-report sending, which gives us a quick, anonymous info of a crash.
No more bug reporting with first finding logs etc, all the important info is sent to us automatically. This will help us A LOT with improving game stability in the future.

After releasing the new feature that automatically reports crashes to us, we've found tons of issues and fixed as many as possible as fast as we could.
In this update you'll see the results of this bug hunt.

And if you don't want to send the anonymous crash reports, then you can just disable that in the main menu.

Apart from that, you'll mostly find polishing and issues that you've raised over time, and now we've addressed them.

Gameplay
  • Salvage & mine commands are now persistent and restart when new wreckages/asteroids appear
Balancing
  • Player start sectors are now placed closely to their first ally faction's home sector
    • This avoids problems with missing gates
  • Made some VERY small adjustments to how ship costs are calculated, might resolve in slightly (below est. 0.1%) higher, but more consistent costs
  • Reduced glow-block durability by 75% to match reduced maintenance cost
  • Enemies with torpedoes no longer immediately fire torpedoes once they see the player or once loading screen ends
UI
"Most importantly: UI Scaling and a back-button for station interaction windows."
  • Added icon that shows the current order to the indicator of a selected ship
  • Added different answers for NPCs if their home sector lies inside a rift
  • Building Mode
    • Hide blocks window: Added filtering by material and block type at the same time
    • Turrets can now be focused in building mode
    • Ambient shield animations are now disabled in building mode
  • Added greying out tabs in ship window as long as they're not yet relevant
  • Added a first version of UI scaling
    • Still testing here, please report issues if you encounter any!
    • Issues related to this could include: Mouse cursor not working properly, transparent/too bright windows
  • Irrelevant stats are not shown in stats overview
  • Added back button for ui windows, which enables fast switching in the interaction dialog
  • Added scrollable UI for smuggler's markets
  • Improved pixel-perfect rendering of lines
  • Fixed rendering of target indicators, steering indicator and pro-/retrograde markers
  • Shield bar at the bottom of the screen flashes when hit by an EMP torpedo
  • Color of the selected block is now visible in building mode
Server Browser
"We've updated the server browser to allow favorites, a search function and a history."
  • Added favoriting of servers
  • Added history of last played servers
  • Added a search function to search server list
  • Added a filter for creative servers
  • Added a filter for server/client version
  • Improved general behavior of Server Browser Window
Scripting API
  • Added a CargoBay component
  • Added sending of anonymous script crash reports to improve bug hunting (configurable)
    • These are only sent for vanilla scripts, modded scripts (including dependencies) will not trigger crash report sending
  • Chat messages can now be sent via the Faction class
    • Only sends if the faction is an online player or alliance with online players
  • Removed misleading "Faction Scripts" button from entitydbg.lua script
Misc
  • Client and server now send anonymous crash reports to improve bug hunting (configurable)
  • Several minor performance improvements
  • Improved overall performance by speeding up Entity-Lookups (up to 50% faster for large sectors)
  • Improved behavior of text boxes (support deleting words with Ctrl + Backspace)
  • Added a small FPS and frame time display on the top right of the screen
  • Improved debug output and crash report sending
Server
  • Added a command line option --send-crash-reports to configure crash report sending (default & recommended: enabled)
  • Improved RCON interface, supports the RCON protocol of Rust as well as Valve's RCON protocol
  • Added graceful Ctrl-C and console-closing shutdown for AvorionServer
Bugfixes
"As usual, [UBR] marked fixes are User Bug Reports. Thanks for reporting and keep it up!"
  • [UBR] Fixed turret orders being reset
  • [UBR] Fixed an issue where players were put in their drone instead of their ships on sector switch
  • Fixed an issue where the game might crash when a sector can't be loaded
  • [UBR] Fixed an issue in building mode where mirroring via multiple planes showed the wrong price
  • [UBR] Fixed an issue where torpedo warhead types weren't localized in the target displayer
  • Fixed a potential crash in logging
  • Fixed several minor UI issues
  • [UBR] Fixed an issue where delivery and organize goods mission rewards were paid to the player even when in an alliance ship
  • [UBR] Anti-Smuggle ships investigating ships without a player in them only take the cargo and don't attack any more
  • [UBR] Relations only worsen to ai factions, not players, when telling a civil ship to dump its cargo
  • [UBR] Fixed an issue where resource shortages at resource depots weren't synched to new clients
  • [UBR] Fixed an issue where Avorion or the AvorionServer would keep running in the background even though it was exited
  • [UBR] Fixed an issue where keybindings for the same key with and without modifier would conflict
  • [UBR] Fixed an issue where the transformation brush didn't update a block's unpainted material color
  • [UBR] Fixed Ctrl-Z costing resources or money sometimes
  • [UBR] Fixed a crash in docking AI
  • [UBR] Fixed relation drops for shooting down torpedoes
  • Fixed a rare crash when entering numbers into text fields in factories
  • Fixed Fake Distress call mission crashing and not spawning enough pirates
  • [UBR] SoundEffect and MusicTrack no longer throw exceptions when volume setting is not between 0 and 1
  • Fixed a crash when trying to report a lua error in a script that's currently being constructed and crashing
  • Fixed a crash in ai dialog script
  • Fixed a crash when creating a tooltip for turrets or fighters without weapons
  • Fixed a crash in Inventory UI while sorting which led to stations with inventories hanging (example: research station)
  • Fixed a script error when issuing orders to alliance ships without captains
  • Fixed a crash in several trading scripts when players aren't in a ship (yet)
  • Fixed a crash in wormholeguardian script
  • Fixed a crash when tooltipmaker.lua returns an object other than a Tooltip
  • Fixed a rare crash when torpedoes were fired by AI ships
  • Fixed a script crash when upgrade for a factory can't be paid
  • Fixed a script crash in smugglers market
  • Fixed a crash when trying to mail an alliance-bound item
  • Fixed a crash on client related to instanced rendering of asteroids
  • Fixed multiple crashes when modifying system upgrades the exact moment your ship is destroyed
  • Fixed an issue where AI factions could get corrupted and become un-interactable
  • Fixed a crash in faction war defenders when something gets hit by a rogue shot
  • Improved performance and memory footprint of background & planet generation
    • This should hopefully fix quite a few crashes on sector change
  • Fixed a few crashes when placing turrets
  • Fixed a crash when updating structural integrity fields
  • Fixed a potential crash when receiving messages
  • Fixed a script crash/hang in trade AI
  • Fixed an error/script hang in search and rescue mission
  • Fixed wormhole guardian script crashing on client when spawned in a sector without planets
  • Fixed an issue in trader-attacked-by-pirates event where the script would hang after both pirates and trader got destroyed the same time
  • Fixed several crashes while generating sectors
  • Fixed a crash when executing /addcrew as a non-player
  • Added more info to crash reports
  • Fixed a potential crash when resolving intersections of entities
  • Fixed a crash when creating a wormhole guardian without a planet in the sector
  • Optimized memory usage of sky background generator
  • Fixed several script crashes in entitydbg.lua
  • Fixed several crashes due to wrong indexing and cross-referencing of entities
  • Fixed a crash when player doesn't have an alliance and is being attacked by a ship that belongs to no faction
  • Fixed a rare crash when opening galaxy map
  • Fixed a crash when ship window is open and ship gets destroyed
  • Fixed a crash when transferring crew and goods
  • Fixed a crash when multithreadedly building tooltips
  • Fixed a crash when a player logs out and another player logs in at the exact same time
  • Added detection of crashes in GPU drivers
  • Fixed a crash when inserting systems while ship gets destroyed
  • Server shuts down gracefully when ports are inaccessible
  • Fixed several crashes related to thread local storage not working correctly on Windows
  • Fixed allies sometimes not attacking wormhole guardian by themselves
  • Fixed trading not working when interacting with an entity that can't have turrets
  • Fixed script for selling asteroids crashing sometimes
  • Fixed several crashes in script for hiring crew
  • Fixed several crashes when spawning multiple ships and a ship gets destroyed before the whole bunch was spawned
  • Fixed a crash when server is already bound to an address
  • Fixed a crash when exiting game on Windows
  • Fixed a crash when saving a sector
  • Fixed a crash in trade AI
  • Fixed several issues in trading overview upgrade
  • Fixed a crash in ComboBox
  • Added startingLog to stacktrace report
  • Fixed a crash when initializing entities with init.lua
  • Fixed a crash in explore sector mission
  • Fixed a crash when building turret tooltips
  • Client: Added a splash screen
  • Client: Added Avorion logo to main menu
  • Fixed a crash during server start when addresses are already in use
  • Fixed lots of errors in UI due to bad referencing of UI elements after rework
  • Fixed a crash in torpedo warning when a torpedo gets shot down or deleted
  • Fixed an issue in collision detection leading to railguns (and long-reach-beam weapons in general) not dealing damage
  • Several minor performance improvements
  • Improved performance of several UI elements
    • Especially for players who subscribed to lots of workshop items
    • Time per frame/update tick is now at ~0.2 ms, from up to 4 ms
  • Fixed a rare crash when trying to read used memory from lua states
  • Fixed a crash in organize goods mission
  • Fixed several issues with the interaction of research station and usable items
  • Fixed a crash when starting server and jumps.dat is corrupted
  • Fixed a crash in relationchanges when the destroying faction doesn't exist
  • Fixed a crash when a trader spawns the exact moment a station is destroyed
  • Fixed splash screen not displaying correctly in some cases
  • Improved performance of script execution
  • Fixed several crashes related to script initialization
  • Fixed a crash when components get invalidated in scripts
  • Fixed lua stacktraces being sent wrongly
  • Fixed sellable asteroid showing "Unknown" as faction
  • Fixed an exploit that allowed the duping of ships
  • Fixed an issue where "sell to station" prices were displayed as zero when trading from an alliance ship
  • Fixed a bug in wormhole guardian fight allies when assigning them to not attack the guardian
  • Fixed two potential crashes related to script UI
  • Fixed a crash in galaxy when a player logs in while another player is checking for broken AI factions
  • Fixed a crash in UI ship displayers
  • Fixed a crash when closing the game with ALT F4 from strategy state
  • Improved performance of alliance inventory tab by only updating the selection with changes
  • Fixed an issue where turrets in the building inventory window weren't updated correctly
  • Fixed an issue when spawning the wormhole guardian
  • Fixed a minor issue in passsector.lua that led to unnecessary error printing
  • Fixed a crash in delivery mission
  • Fixed several crashes in scripts related to faction infos not yet being present on the client
  • Fixed several crashes related to persecutors
  • Fixed several crashes when transferring crew, goods or fighters
  • Scripting API: Fixed a crash when setting client Player's selectedObject to nil
  • Scripting API: If lua VM is invalid after execution, invokeFunction() functions report failure now
  • Scripting API: Renamed Crumple damage to Collision
  • Fixed several issues related to font and text rendering
  • Fixed an error when players log in/out and InvokeScriptMessages are sent
  • Fixed a crash in building mode
  • Fixed an exploit related to holo blocks and block transformation
  • Fixed a crash in turret AI when entities are destroyed
  • Fixed a crash in rendering when entities are destroyed
29/05/2018

Dev Progress Combat Update II



Hey Everyone,

It's been a while since our last update so we thought it about time to let you know what we are currently working on!

Some of you have already seen the screenshot of the promised turret building mode on twitter. For all who missed it, here is another peek at it :)




While the update is coming along nicely, there is still some polishing left to do and we've been working on bugfixes for 0.17 as well, since we released our crash reporter on the beta branch.

Next we'll tackle coaxial weapons which you'll also be able to design yourself, using the turret building mode. Additionally, there are going to be a few changes to the ship building mode: Starting with the Combat Update II you can optionally pause the game when you're building in single player so you can focus on your designs without interruptions from pirate attacks.

Besides these features, you can also look forward to a rework of collision damage, that will make it feel more natural.



Until then, have fun!
21/04/2018

Beta Branch Patch 0.17.1 Patchnotes

Hey everyone, after releasing the new feature that automatically reports crashes to us, we've found tons of issues and fixed as many as possible as fast as we could.
Here you see the results of this bug hunt.

We'll be releasing more patches over the next few days, which will mostly be bugfixes. We probably won't post an entire news article every time we update the game to fix crashes.
Instead, we're probably going to make a sticky in the forum, where we add all the bugs we fixed so far. Edit: Here's the sticky: https://steamcommunity.com/app/445220/discussions/0/3211505894140606500/

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'.

Balancing
  • Enemies with torpedoes no longer immediately fire torpedoes once they see the player or once loading screen ends
Scripting API
  • Chat messages can now be sent via the Faction class
    • Only sends if the faction is an online player or alliance with online players
  • Removed misleading "Faction Scripts" button from entitydbg.lua script
Misc
  • Improved overall performance by speeding up Entity-Lookups (up to 50% faster for large sectors)
Bugfixes
  • Fixed a rare crash when entering numbers into text fields in factories
  • Fixed Fake Distress call mission crashing and not spawning enough pirates
  • [UBR] SoundEffect and MusicTrack no longer throw exceptions when volume setting is not between 0 and 1
  • Fixed a crash when trying to report a lua error in a script that's currently being constructed and crashing
  • Fixed a crash in ai dialog script
  • Fixed a crash when creating a tooltip for turrets or fighters without weapons
  • Fixed a crash in Inventory UI while sorting which led to stations with inventories hanging (example: research station)
  • Fixed a script error when issuing orders to alliance ships without captains
  • Fixed a crash in several trading scripts when players aren't in a ship (yet)
  • Fixed a crash in wormholeguardian script
  • Fixed a crash when tooltipmaker.lua returns an object other than a Tooltip
  • Fixed a rare crash when torpedoes were fired by AI ships
  • Fixed a script crash when upgrade for a factory can't be paid
  • Fixed a script crash in smugglers market
  • Fixed a crash when trying to mail an alliance-bound item
  • Fixed a crash on client related to instanced rendering of asteroids
  • Fixed multiple crashes when modifying system upgrades the exact moment your ship is destroyed
  • Fixed an issue where AI factions could get corrupted and become un-interactable

More bugfixes can be found in the hotfix log:
https://steamcommunity.com/app/445220/discussions/0/3211505894140606500/
19/04/2018

Beta Branch Patch 0.17 Patchnotes - UI & Crash Reports

While working on the Combat Update II, we've realized that we have a lot of changes in the pipeline that we could easily release before the second part of the Combat Update.
Since we also want to aim for more but smaller updates, this seemed like the right thing to do.

There's also one very important feature in this update, that we wanted to roll out as soon as possible: Automated crash-report sending, which gives us a quick, anonymous info of a crash.
No more bug reporting with first finding logs etc, all the important info is sent to us automatically. This will help us A LOT with improving game stability in the future.

And if you don't want to send the anonymous crash reports, then you can just disable that in the main menu.

Apart from that, you'll mostly find polishing and issues that you've raised over time, and now we've addressed them.

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
  • Salvage & mine commands are now persistent and restart when new wreckages/asteroids appear
Balancing
  • Player start sectors are now placed closely to their first ally faction's home sector
    • This avoids problems with missing gates
  • Made some VERY small adjustments to how ship costs are calculated, might resolve in slightly (below est. 0.1%) higher, but more consistent costs
  • Reduced glow-block durability by 75% to match reduced maintenance cost
UI
"Most importantly: UI Scaling and a back-button for station interaction windows."
  • Added icon that shows the current order to the indicator of a selected ship
  • Added different answers for NPCs if their home sector lies inside a rift
  • Building Mode
    • Hide blocks window: Added filtering by material and block type at the same time
    • Turrets can now be focused in building mode
    • Ambient shield animations are now disabled in building mode
  • Added greying out tabs in ship window as long as they're not yet relevant
  • Added a first version of UI scaling
    • Still testing here, please report issues if you encounter any!
    • Issues related to this could include: Mouse cursor not working properly, transparent/too bright windows
  • Irrelevant stats are not shown in stats overview
  • Added back button for ui windows, which enables fast switching in the interaction dialog
  • Added scrollable UI for smuggler's markets
  • Improved pixel-perfect rendering of lines
  • Fixed rendering of target indicators, steering indicator and pro-/retrograde markers
  • Shield bar at the bottom of the screen flashes when hit by an EMP torpedo
  • Color of the selected block is now visible in building mode
Server Browser
"We've updated the server browser to allow favorites, a search function and a history."
  • Added favoriting of servers
  • Added history of last played servers
  • Added a search function to search server list
  • Added a filter for creative servers
  • Added a filter for server/client version
  • Improved general behavior of Server Browser Window
Scripting API
  • Added a CargoBay component
  • Added sending of anonymous script crash reports to improve bug hunting (configurable)
    • These are only sent for vanilla scripts, modded scripts (including dependencies) will not trigger crash report sending
Misc
  • Client and server now send anonymous crash reports to improve bug hunting (configurable)
  • Several minor performance improvements
Server
  • Added a command line option --send-crash-reports to configure crash report sending (default & recommended: enabled)
  • Improved RCON interface, supports the RCON protocol of Rust as well as Valve's RCON protocol
  • Added graceful Ctrl-C and console-closing shutdown for AvorionServer
Bugfixes
"As usual, [UBR] marked fixes are User Bug Reports. Thanks for reporting and keep it up!"
  • [UBR] Fixed turret orders being reset
  • [UBR] Fixed an issue where players were put in their drone instead of their ships on sector switch
  • Fixed an issue where the game might crash when a sector can't be loaded
  • [UBR] Fixed an issue in building mode where mirroring via multiple planes showed the wrong price
  • [UBR] Fixed an issue where torpedo warhead types weren't localized in the target displayer
  • Fixed a potential crash in logging
  • Fixed several minor UI issues
  • [UBR] Fixed an issue where delivery and organize goods mission rewards were paid to the player even when in an alliance ship
  • [UBR] Anti-Smuggle ships investigating ships without a player in them only take the cargo and don't attack any more
  • [UBR] Relations only worsen to ai factions, not players, when telling a civil ship to dump its cargo
  • [UBR] Fixed an issue where resource shortages at resource depots weren't synched to new clients
  • [UBR] Fixed an issue where Avorion or the AvorionServer would keep running in the background even though it was exited
  • [UBR] Fixed an issue where keybindings for the same key with and without modifier would conflict
  • [UBR] Fixed an issue where the transformation brush didn't update a block's unpainted material color
  • [UBR] Fixed Ctrl-Z costing resources or money sometimes
  • [UBR] Fixed a crash in docking AI
  • [UBR] Fixed relation drops for shooting down torpedoes
08/04/2018

Beta Branch Patch 0.16.7 now live on main branch!

Hey everybody,

The patch 0.16.7 has been performing well on the beta branch, so we've decided to set it live on the main branch. We'll be monitoring it closely, but so far we're confident that it'll do well.

Here are the full patchnotes for 0.16.7:
https://steamcommunity.com/games/445220/announcements/detail/1655511409920195454
Have fun!
05/04/2018

Beta Branch Patch 0.16.7 Patchnotes

Balancing
  • Reduced hull damage of Sabot (shield penetrating) torpedo by 33%
  • Reduced hull damage of Tandem (damage to both shield and hull) torpedo by 25%
  • Persecutors don't spawn when strong enough AI ships are in the sector
UI
  • Loading screen only shows relevant tips and the tips are sorted by importance
  • Added more loading screen tips for beginners
  • Added more loading screen tips for torpedoes
  • Added a combo box to configure collision damage, similar to game difficulty
  • Context menus for items only appear in inventory windows, no longer in building window, Research Station etc.
Misc
  • Added more log output to threads
Bugfixes
  • [UBR] Fixed an issue that led to hangar and torpedo launcher content not getting restored after a server crash
  • Windows Version: Fixed several timing issues and low resolution of timers (only Windows 8 and higher)
  • [UBR] Fixed an issue that led to bad performance issues on servers with large amounts of sectors
  • [UBR] Fixed a crash on start-up on Intel devices when Bloom was enabled
29/03/2018

Patch 0.16.6 Bugfixes

In this patch we've fixed an issue with torpedoes that has been affecting several players: Tunneling.
In some cases, it was possible that torpedoes were tunneling shots - that essentially means they were moving so fast that from one frame to another, they "skipped over" PDC shots, resulting in them not colliding with these shots. This behavior is now fixed and torpedos should get hit by PDCs correctly, no matter how fast they're going.

We've also added some tips to the loading screen on how to best defend your ship against torpedoes.

As a general tip: Don't fly around too crazily if you want your PDCs to hit torpedoes. While they have a high turning rate, they still have to aim, and lots of orientation changing through turning will make it harder for them to hit torpedoes - so try to avoid that. Flying around also causes torpedoes to start flying in curves, making them harder to hit for your PDCs.

General
  • Improved performance of threaded calculations
UI
  • Added loading screen tips for defending against torpedoes
Bugfixes
  • Improved tunneling of torpedoes when shooting at them
  • [UBR] Fixed an issue where enemy ships could spawn with empty shields
  • [UBR] Fixed several issues that led to bad performance

Edit: Before it gets lost in the comments: I'm working on a fix & default branch has been reverted to the previous 0.16.5 patch. In order to get it you should restart Steam. Truly sorry for the inconvenience!

Edit 2: After testing extensively on the beta branch, the new build for this patch seems to be very stable and we've now set it online.
28/03/2018

Patch 0.16.6 Patchnotes

We've heard your feedback after setting torpedoes live on the default branch, and one of the biggest complaints is that torpedoes can wrecks ships hard, especially the shield-penetrating ones. We're adding a few countermeasures for you in this patch, and we're also trying to create more trade-offs so that combat stays interesting in the end.

There's some explaining to do here. Torpedoes have a high potential to damage your ship's hull. When your blocks start breaking off, your ship's stats go down - crew dies, energy levels sink, etc.
While this can be a great tactical move, it can also be very frustrating, especially early game, when your ship becomes unmaneuverable due to a lucky hit by the AI or your turrets get shot off immediately.
This can lead to an unrecoverable downward spiral during combat, making fights unfun and frustrating as long as you don't have shields.

We've got a few changes in this patch to improve this behavior. First off, we're buffing integrity fields. Second, we're adding a system where blocks won't be immediately blown off, to ensure that you get a fighting chance while taking damage. In order to understand why we're doing what we're doing, here's some explanation on how damage in Avorion actually works.

Each block has its own HP, which is a threshold until it breaks, which is normally its HP that it contributes to the ship (with several exceptions, but we're not going into too much detail here. For example, inner blocks have a higher break threshold to make intricate ship designs combat-viable and to make designing more fun).
Damage to blocks is ALSO directed to the normal HP of a ship (health bar). What integrity fields do, is reduce the damage that a block itself takes, so it takes longer to break, while damage to your durability stays the same.
With this patch, we're doubling damage reduction to block HP through integrity fields, and blocks protected by integrity fields also only send 50% of the damage taken to the ship's HP, instead of 100%.

We're also adding another major change: Blocks on PLAYER owned ships (not NPCs!) that take damage start breaking only after a certain threshold of ship HP is reached, based on difficulty.
For example, on "Normal" difficulty, this threshold is 40%, so your ship's blocks only start breaking after your ship has 40% or less health.

In total, this should make fighting without shields and taking hull damage a lot less punishing and combat more fun.

Gameplay
  • Implemented an upgrade that makes shields impenetrable
    • This upgrade redirects shield durability to make shields impenetrable, except for collision damage
    • This upgrade also increases the time that shields take to recharge after a hit by a lot
Balancing
  • Increased break-damage reduction for blocks from integrity fields from 90% to 95%
    • Blocks can now take double the damage before they break
  • Ship damage from integrity-protected blocks reduced by 50%
    • Shot hits to blocks protected by integrity fields will only cause 50% damage to your ship's durability
  • Blocks start to break on player & alliance ships only after the ship's durability has been lowered to a certain point
    • This threshold scales by difficulty:
    • Beginner: Threshold is 0%: Your blocks will never break.
    • Easy: Treshold is 20%: Your blocks will start to break once your ship hits 20% or less HP.
    • Normal: Treshold is 40%
    • Veteran: Treshold is 60%
    • Difficult: Treshold is 80%
    • Hard & Insane: Treshold is 100%: Blocks will start breaking immediately (pre-patch behavior)
  • Increased time that shields have to take to start recharging after the last hit from 10 seconds to 30 seconds
    • This was actually an oversight of ours and one of the reasons why shields are so strong. We upped recharge time to what we actually had in mind while designing shields to make it a little harder to continuously fight even with strong shields.
Bugfixes
  • [UBR] Fixed shield penetration not working
  • [UBR] Fixed several performance issues which might have led to players experiencing weapons not dealing damage
    • To all those who had this issue: Please try if this makes it work, if not, report back to us! We're taking this very seriously!
26/03/2018

News: Combat Update Part I



The Avorion Combat Update Part I is now live!
Featuring specialized enemies, new weapons and most importantly: Torpedoes! Use these powerful one-shot weapons to obliterate your enemies, and equip Point Defense Turrets to protect yourself from torpedoes at the same time!



Turret Scaling
Turrets now scale depending on their class and tech level, increasing damage and range for larger turrets, but they'll also require more turret slots and more space on your ship! Also, beware the recoil!



Torpedoes
Equip torpedoes to obliterate your enemies with a single shot with these extremely strong, heat-seeking weapons!



Point Defense Weaponry
With the new Point Defense Chainguns and -Lasers, you also have means to fight off your enemies' torpedoes! These specialized weapons have a very high fire- and turning rate, at the expense of damage, but they'll catch those torpedoes!

Tons of More Stuff!
There's also tons of other features that will be added in this update, including:
  • Easy sector switching for improved commanding of ships
  • Specialized Anti-Fighter Weaponry
  • New Usable Items
  • Rebalancing and Specialization of Weapons

And those are only the big ones! You should definitely check out the full patchnotes more all the glorious details:
http://steamcommunity.com/games/445220/announcements/detail/1657761941147309053
Have fun!