Avorion Newsletter

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Beta Branch Patch 0.15.8 Patchnotes

We're squeezing in an important update before the combat update to add a feature that has been long requested and has been more than overdue: Out-of-sector-catch-up.

Basically, the way it works in Avorion is this: Since sectors take up a lot of memory, they're unloaded onto your hard drive when they haven't been visited for a while or when there are no players or player crafts in them.
The major problem that is created by this system, is that sectors without players or crafts are basically frozen, meaning they will be in the same state when they're re-loaded into memory as they were when they were unloaded.
You could visit a sector after hours and it would basically still be in the same state.
In order to tackle this issue, we've introduced a callback to our scripts that will enable scripts to get a notification for when a sector has been loaded from disk, and how long it has been since it was last loaded.

We've equipped the most important entity scripts (ie. factories and similar) with this kind of callback so that the economy isn't frozen every time you leave a sector.

The out-of-sector-catch-up will be available for all stations in existing savegames, while the new stocking mechanic will only be available to newly discovered factories, due to technical reasons.

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'.

  • Time passed is now simulated for most important stations when players are not in the sector and it gets suspended to disk
  • Habitats now buy books
"AI factories with no products available are basically useless to the player, and too many empty ingredient slots make the factory unable to produce. So we're changing the way that factories are initially stocked, giving them more overall interactibility with players. At the same time we've toned down the profit margin for highly stocked or understocked factories, since these cases happen a lot more often now."
  • Factories can now have an initial stock of either medium amount of ingredients and products
  • Factories can now have an initial low stock of ingredients and high stock of products
  • Reduced impact of shortage and abundance of stock on prices from 20% to 10%
Scripting API
  • Added a sector callback "onRestoredFromDisk" that will receive the amount of time in seconds that the sector has been suspended to disk
  • Removed X-Mas Contest fighter tag
  • Craft destruction is now logged for all players, not just logged in players
"As usual, bugfixes marked with UBR are user reported bug fixes. Thanks everybody for reporting!"
  • [UBR] Fixed an issue where the area of jumpable sectors wasn't drawn on the galaxy map
  • [UBR] Fixed an issue where the "build" option wasn't available in the interaction menu for alliance ships
  • Fixed an issue in build mode where the block size could get too large and even NaN
  • [UBR] Fixed an issue where organize goods missions weren't saved correctly
  • [UBR] Fixed an issue where Bottan didn't jump away when receiving collision damage
  • [UBR] Fixed an issue where ships duplicated after server crashes
  • [UBR] Fixed an issue where trading ships would get stuck and block docking ports

X-Mas Fighter Building Contest

We are happy to announce the winners of our X-Mas Fighter Building Contest:

1st Place
Christmas Tree by Fichom

2nd Place
STCL-01 'Giftbringer' Light Attack Fighter by aots

3rd Place
MEC 'Polar Express' Cargo Vehicle by Velvet

All entries to the contest can be viewed by selecting the "X-Mas Fighter Contest 2017" tag in the workshop. Make sure to check them out! There were so many amazing builds that we had a really hard time selecting the winners. A big thank you to all the participants for sharing those beautiful fighters with us!

Happy New Year

Hey guys,

We hope you all have a great 2018! We’re back from spending the holidays with our families and are now putting the final polish on part I of the Combat Update. We’re also working through a stack of bug reports that has piled up over the break. Thank you all for playing, testing, reporting and helping us to improve the game!

In addition we’d like to thank everyone who participated in the X-Mas Fighter Building Contest. Your builds are creative, funny and beautiful and we’re having a lot of fun testing them! It’ll be a few days until we announce a winner because it’s a really tough decision.

Have fun!

Top image: Xmas Light by ᖷ⅃0ᗡUUႱ

Bottom image:
Schneeflocke by hmun
Skiing Santa - Fighter Blueprint by FriXioN
Blitzen by William the Bat

X-Mas Fighter Building Contest

It's time for the first ever building contest in Avorion: Build the coolest holiday themed fighter!

How to take part?
- Build a fighter
- Upload it to the workshop between 0:01 December 25th, 2017 and 23:59 January 1st, 2018 (CET)
- Use the X-Mas Fighter Contest 2017 tag
- Make sure it’s public and not only visible to you
- Add awesome screenshots to catch our attention!

The Winners will be announced mid January on the official Avorion forum and on Steam.

Good to know:
Fighters can only have a maximum of 200 Blocks. They don’t need engines, thrusters or any other blocks needed for flight so you can put all the 200 Blocks into the visual design.

- Only original work, no reposting of other people’s work.
- Fighters have to be submitted with the contest tag between 0:01 12/25/2017 and 23:59 1/1/2018 CET
- We will be featuring the winners on our social media platforms.
- By submitting a build to the workshop with the contest tag, you grant us permission to post your screenshots of this specific build or screenshots we take with your build on our social media sites, websites and forums.

News: Dev Progress

Over the last weeks, we've been working hard on the Combat Update, and it's taking great shape! We did realize though, that there's a lot of content that we want to add, and it would take us a lot longer than anticipated to finish everything that we had in mind. Since we told you before that we want to do more frequent, but smaller updates, we're going to split this update into two parts:

Combat Update Part I
Along with the usual bugfixes and QoL changes, this part will be containing one big new feature: Torpedoes! Since the purpose of this update is mainly to make combat more interesting and engaging, you (and the AI as well!) will be able to equip your ships with this high range, high damage but also high price weaponry. Torpedoes can be shot down, if you react fast enough, but if you don't, prepare yourself for some serious damage.

Alongside torpedoes, we're adding the specialized ships that we already announced in the last update. There will be ships that are especially strong against shields, hull, fighters, and so on. In order to be successful in combat you'll have to make sure that your strategy includes getting rid of these specialists first, before they take advantage of your weak points.

The last big features with this update will be more specialized weapons, giving weapons more specific roles, as well as improved control over your ships that are far away. You'll be able to visit sectors where you have ships or stations, so that you can give orders more effectively and don't have to warp all the way back to just tell your miner to change sectors.

Combat Update Part II
In part II we're going to address more visual issues. You can, amongst other things, look forward to coaxial weaponry and player-created turret visuals!

Have fun!

[Screenshot: All of the reworked weapons firing. (Workshop ship by TESLA)]

News: Combat Update

Now that the Economy Update is on the stable branch, we are concentrating our efforts on the Combat Update. We want to make combat more engaging through a combination of reworking and re-balancing some of the existing combat mechanisms and adding some new ones while we’re at it. Here are some of the features you can look forward to:

Re-balancing of Weapons
We want weapons to be more specialized so every weapon has its very own purpose with accompanying strengths and weaknesses.

Specialized Enemies
Along with specialized weapons comes the AI’s use of those weapons. We’re making enemies more interesting by giving them different characteristics in their fighting style. Some will use lots of fighters, others will be strong against shields or on long range, while others are especially good at defending against fighters. You'll have to know your enemy and adjust your fighting style to keep the upper hand!

We're excited to announce that we'll be introducing torpedoes as a new weapon type! Torpedoes will be very strong long range weapons, but they will also be more costly and won't have endless ammunition with these. Oh, and the enemy will have them, too, so better prepare some weaponry to shoot them down.

Defense Weaponry
With fighters and torpedoes threatening your ship, you need viable defense mechanisms. Chainguns will be a possibility but we’re with this update we're also adding anti-air weaponry that is specifically made for defense against fighters.

That's all for now, we'll be releasing more details next week!

Have fun!

Patch 0.15.7 Patchnotes - Salvaging II

With the last patch we've introduced a mechanic with which we wanted to make salvaging more interesting, but instead it created a whole array of new problems.

We wanted Salvaging Lasers to do less damage to blocks to be a way of making players salvage the correct blocks, to show you immediately that some blocks are not worth salvaging and thus not worth your time. The damage decrease was also meant to give you immediate feedback on the rates of blocks, but instead it crippled salvaging-specialized ships. We also didn't think of AI salvagers and salvaging fighters while implementing this change. This is on us, and one of the biggest reasons why we're releasing this patch.

I'd also like to clarify a few misconceptions that we've seen in the comments and posts around here.
  • We never changed the drop rates for items like cargo, upgrades or turrets, you still get the same amount of those.
  • We never wanted to punish or inhibit you from using salvage fighters.
  • We never wanted to forbid AI salvaging.
So with this patch we're reverting the damage changes to salvaging lasers, making captain controlled ships and salvage fighters viable again.

We still stand by our change to the resource yield for common blocks, since those rates were just over the top.

  • Salvaging lasers no longer have reduced damage against blocks with low yield
  • Fixed several occurrences of text going over its bounds

Patch 0.15.6 Patchnotes - Salvaging

Alright, so let's talk about salvaging.

What's the Problem?
It has been brought to our attention by many different users that salvaging right now is simply too strong compared to mining. This has multiple reasons, one of them simply being a bug/exploit that drops way too many resources when a wreckage is split in half.

Another reason is that, with the addition of new blocks, wrecks got a kind of value-creep, meaning they received a lot more resources than they should through the addition of more valuable blocks, like for example gyros. This has led to scrapyards and wreckage fields just being massive fields of resources with hundreds of wreckages having hundreds of thousands of resources each. This was never intended to be in the game like that.

One more reason why it's just so much more profitable than mining, is that in addition to lots of resources, wreckages drop upgrades, turrets and cargo as well.

Our Intentions
We want salvaging to be less like mining and more like its own thing, more like actual salvaging or scavenging. We want to emphasize going for the valueable parts in wreckages, using combat weapons to blast away armor and expose generators and others and then salvage them with your salvaging lasers.

Finding a salvageable wreckage should be something special, it's weird when you can just go to a wreckage field and AFK beam through everything (if it's that easy, why wouldn't the NPCs have done that already?). It should also still be rewarding, meaning the resources that you get from a valuable wreckage should still be high in comparison to a normal asteroid.

The Solution
From now on, salvaging lasers will do less damage to blocks that won't give you a high resource yield, giving you immediate feedback on what blocks you should scavenge.

We've also reduced the yield for blocks that are extremely common on wreckages, so that a single wreckage in the naonite belt won't contain 200.000 naonite or more any more (which is just an insane amount, to be honest). In addition to that, you won't be the only one who goes salvaging any more, so you're now less likely to find wreckages that still have valuable parts in them. When you do find one though, it will be pretty much just as rewarding as before, minus the extreme split-the-wreckage-into-half resource drop.

We realize that some of you will be unhappy about this change, but we think the new behavior is healthier for the game in the long run.

So now, keep your eyes open for unsalvaged wreckages, and then salvage their techy (glowy) blocks and expose their valuable parts wherever necessary.

  • You're not the only scavenger: Salvageable wreckages with extremely high resource values are less common
"In order to make up for the potential income deficiency from the salvaging fix and to make mining more profitable, we've adjusted the efficiencies of mining lasers in this patch, too."
  • Salvaging lasers deal less damage to blocks with low yield
  • Reduced harvesting yield for the most common blocks
  • Harvesting yield for blocks like shield/energy generators, batteries, inertia dampeners, etc. remains at 100%
  • Increased Mining Laser base efficiency from 12% to 15%
  • Increased Mining Laser efficiency randomized variety from 0% - 5% to 0% - 10%
  • Increased Mining Laser efficiency scaling from rarity from 5% to 10%
  • Mining laser base efficiency ranges from 10% (worst case + worst rarity) to 75% (best case + best rarity), up from 7% and 42%
  • [UBR] Fixed an issue that led to wreckages dropping lots of resources when split in half
  • [UBR] Fixed an issue where energy required by hyperspace engine would be infinitely large
  • [UBR] Fixed tesla turrets not showing up in turret factory

Economy Update

It's time for the economy update! We're proud to present a lot of improvements to the economy and production chains of Avorion!

Station Building

You can now build nearly all stations, including Shipyards, Repair Docks, Turret Factories, Equipment Docks and many more!
The owners of these stations get a 20% tax of the income of these stations, as well as cheaper prices!

Player Trading

Players will now be able to actually trade with each other, allowing them to set their offers and then accept them, instead of having to write mails and hoping that the other player will respond.

Cargo Shuttles

In order to keep your production chains running, we've now added cargo shuttles to the range of features!
You can buy cargo shuttles and configure your stations to either deliver their goods to other stations or fetch required production components from other stations, be it AI stations or your own.

Fully Configurable Factories

In addition to cargo shuttles, you can now configure the price margin for your factories, which will directly influence the amount of traders that will either buy or sell their goods there.
Factories can also be told to actively request trading ships to deliver goods to them or buy products when your factories' cargo bays are full.

Rebalanced Economy & Factories

With the economy update, we've also overhauled all production chains to make sure they're all profitable over time.
Additionally, factory and station costs have been drastically reduced to be profitable. Life on a station is way less dangerous than on a space ship that might fly into battle or asteroids, so your station's crew shouldn't ask for that money, right?
You'll also like to hear that some derpy AI cargo ship pilots will now get docking assistance through tractor beams.

Reworked Chat Window

We've made some big improvements to the Chat Window! You can now (finally) scroll in the chat window, and we've also added more channels that you can select and filter by, so that you can keep an overview of all the things that are going on.

Crew Transports

In order to ease building of huuuuuuge space ships we've added a nice little comfort feature:
At every station where you can hire crew, if your relations are good enough, you can request transports for huge amounts (300 or more) of crewmen, that will instantly crew your entire ship.
No more flying from station to station just to get that battleship going.

Lots of Quality of Life Changes & More!

Apart from the above changes, we've added tons and tons of other small improvements: Much better performance during fights and building, improved UI, more events and many more.
If you'd like to check out the full patchnotes, we've collected them here (it's a long read though!):

With this update we're also starting to add earlier versions of Avorion to the betas, so that you can go back to any final version of the updates in case you liked that particular update back then.

We wish you lots of fun with the Economy Update!

Economy Update 0.15.5 Final Patchnotes

The economy update is here! In this patch, we've reworked factories, stations and a lot of things that have to do with economy.
Our modding community will also probably be happy about the extensive updates to the script API, as well as its documentation!

"Mostly quality of life changes, nothing too impressive. Crew is more predictable, so for example at mines you will find miners, while military stations will always host generals and other officers."
  • Predictable Crew: Hireable crew is more dependent on the type of station
  • Event: Resource Depots request delivery of a specific resource
  • Player ships can now be transferred to the alliance (no taksies backsies though!)
  • Added trading between players
    • Players can now trade money, resources, items and relation improvements
  • AI trading ships are now pulled towards/pushed away from docks with a tractor beam
  • AI trading ships avoid occupied docks
  • When an AI ship crashes into a still-standing player station, no damage is done and no relation changes will happen
  • Fulfilling delivery missions now improves relations
  • Stations can now hire crews from themselves
  • Added a requestable crew transport that delivers an entire crew to the ship that requested it
  • Stations can now hire crews from themselves
"In order to make stations more profitable, we reworked several things about them, like cheaper upkeep costs and enchaining possibilities."
  • Added cargo shuttles
    • Cargo shuttles can be bought at equipment docks
    • Custom cargo shuttles can be built at a fighter factory
  • Factories can now be configured to send out cargo shuttles to sell or buy goods from other stations
  • Factories can be configured to request traders when they are full or run out of ingredients
  • Factory production time is influenced by value of the production and the production capacity
  • Factory station extensions now add production blocks
  • Rebalanced several goods and production chains to avoid completely over/underpowered factories
  • Crew payment is now only a third of what it used to be, matches with shown pay now
  • More secure stations
    • Stations require less repair crew
    • Station crew payment reduced by 75%
  • Relations to AI factions can now be worsened in diplomacy tab for players and alliances
  • Added new factories: Coal Mine and Oil Rig
  • Hangar starting positions now always stick out 150 meters over the bounding box of the craft
  • The spawning of traders now depends on the prices set at factories
    • Low prices: More traders that like to buy
    • High prices: More traders that like to sell
  • Missing ranking officers no longer prevent players from buying crew
    • Instead, morale drops over time
  • In turret factories, independent targeting can now be enabled with Targeting Systems
  • Factories can now be upgraded in their config menu
Station Building
  • Players can now found the following stations, too:
    • Biotope
    • Casino
    • Habitat
    • Equipment Dock
    • Fighter Factory
    • Research Station
    • Resource Depot
    • Smuggler's Market
    • Trading Post
    • Turret Factory
    • Military Outpost
    • Shipyard
    • Repair Dock
  • Station owners get a percentage of the money transactions of most stations, as well as cheaper prices
  • Reduced amount of reputation loss when smuggling by 50%
  • Biotope buys plants now
  • Crew leaves the ship only after 30 minutes of 0 morale, instead of 10 minutes
  • Missing ranking officers only affect morale after 20 minutes, instead of 10
  • Loyal Officers: Officers are no longer influenced by morale (but will still leave the ship when morale is 0 for too long.)
  • Interaction distance for ships is now 500m instead of 200m
  • Adjusted ambient lighting on ships to be less bright and blinding when lots of light blocks are in the same area
  • Reduced blue tint for shield effect
"We've reworked the way the chat window works, apart from that, you'll mostly see quality of life changes in this section."
  • Reworked chat window
    • Added filters for different channels
    • Added a scroll bar for the last few hundred messages
  • Added tooltips to mission exclamation marks on the galaxy map
  • Added an icon to show when bulletin boards have missions
  • Improved names of stations in delivery missions
  • Fighters that are unable to land make an error message pop up at the top of the screen
  • Energy usage of energy weapons is now also visible when they're not firing
  • Automatically create new squad if there is no free slot when transfering fighters
    • If there is a free slot in a non-adjacent squad it is used first
  • Added description of relations to sector-controlling faction to galaxy map tooltip
  • Lost fighters without motherships can now be collected by other ships of the same faction
  • Added a hint for rearranging energy system priorities
  • Ambient (economy) payments that happen in another sector as the player is in aren't shown as notifications
  • Ambient (economy) relation changes that happen in another sector as the player is in aren't shown as notifications
  • Removed own playername from dropdown menu when writing an email
  • Items marked as "trash" are now at the end inventory lists
  • Improved visibility of the trash icon
  • Trading routes between player stations are now detected
  • Added a warning when a new key binding is already bound to another key
  • Removed a few outdated hints
  • Increased amount of UI background threads to 4
  • Added several more loading screen tips concerning building and crew
  • Added warnings depending on the available amount of vram
  • Added a hint for pressing ALT to select attachment block for templates
  • Tabbing through textboxes in multiple places works as intended now
  • Auto-save of builds in build mode can be turned on/off
  • When a local dedicated server is started, singleplayer button gets disabled
  • Collected all buy/sell turret, upgrade and fighter windows in one "Trade Equipment" window
  • Collected all (potential) good trading windows in one "Trade Goods" window
    • Mines no longer have 2 separate options "Buy/Sell" and "Sell"
  • Shortened bulletin board interaction from "Electronic Bulletin Board" to "Bulletin Board"
  • Added ship problem messages for low morale and missing ranking officers
  • Added warning icons for crew issues to crew tab
  • The block size of the normal place block brush in building mode is now persistent
  • Added processing power display to ship stats
  • Changed "Press space to jump..." to "Tap space..." in tutorial for improved clarity
"With this patch, we've reworked a lot of the window and graphics code to make the game behave better on more platforms. If there are any issues coming up, please tell us, so that we can fix them."
  • Improved printing of GL errors
  • Added new MessageBoxes that work on Linux as well
  • Added a check for crashes at startup
  • Improved compatibility for older GPUs
  • Added lots of new loading screen tips
  • Added some Sci-Fi and actual science trivia to loading screen tips
  • Improved full-screen resolutions for computers with multiple, varying size displays
  • Improved handling mouse and windows for computers with UI scaling enabled
Performance Tuning
  • Collision data in building mode is now calculated asynchronically for better performance while building
  • Improved performance of building stats preview when placing/removing a block
  • Auto-saving of ships is now done asynchronically for better performance
  • Stats for ship/station plans, shields, integrity and collision data are calculated asynchronically now for better performance throughout the entire game
  • Improved performance of plan deserialization and thus loading screen, block deletion, shipinfo update, ctrl z, ctrl y, etc.
  • Improved network and client performance when removing multiple blocks
  • Fixed an issue where /run would command not work with normal statements
  • Added a devMode setting to server.ini
    • Fighter minimum production limit is 5 seconds instead of 60
    • No hyperspace restrictions
    • entitydbg.lua script is attached by default to nearly all entities
    • Scripts can be refreshed with F5, Ctrl-F5 and Shift-F5
  • Scripted server commands appear in /help overview now
  • Improved formatting of /help command output
PvP Server Config Options
"While we'll probably never balance the game around PvP, we want to give players the opportunity to set some ground rules for servers that allow PvP."
  • Added a value to server.ini to restrict the maximum amount of blocks for player crafts
  • Added values to server.ini to restrict the maximum amount of volume for player ships and stations
  • Added values to server.ini to restrict the maximum amount of player ships and stations
  • Improved accuracy of fighter-to-station distance calculation
  • Added some minor bugs
  • When a non-player controlled entity jumps into another non-loaded sector, the sector is now loaded from disk or generated
Script API
"The Scripting Documentation has been massively improved with this update. Parameter names and return types are now correctly displayed where possible, and we added extensive documentation on how the predefined functions for entity, sector and other scripts work."
  • Massively improved generated Documentation
    • Parameter names are added correctly
    • Return value types are added correctly
    • Added documentation for predefined scripts and their available functions
  • Added a setCheckedNoCallback() function to CheckBox
  • Added a setValueNoCallback() function and a setPositionNoCallback() function to Slider
  • Added ValueComboBox class that can save key-value pairs
  • FighterAI generates script-readable feedback about what it currently does
  • Added a function startFighter() to start a single fighter
  • Added a new AI state to make a fighter fly to a specific location
  • FighterType of FighterTemplate is now accessible
  • Added entity and entityId properties to Components
  • entitydbg.lua can now spawn and transform factories
  • Added checks to FighterController if a fighter can start
  • Added a StartError enum
  • Added reference to Owner component
  • Added Hangar and Fighter script callbacks
  • Added a flag to Hangar to check if it's currently producing
  • Added a BlockStatistics class
  • Added Assembly, BlackBox and Gyro BlockType enum values
  • Added a Hangar():clear() function
  • Added a Selection.entriesHighlightable property
  • Components can now be constructed with a string, similar to Entity, or with their Entity
  • Removed payMoney() and receiveMoney() functions since they can be replaced with pay() and receive() without issues
  • pay() and receive() now allow an optional string as first argument that can be used as description for the transaction
  • Added a Format class that can be used for translatable money transaction descriptions
  • Added reference to DockingPositions component
  • Matrix now supports in-place transformation of vectors (less allocations, better performance)
  • ShipProblems HUD is now accessible through scripts
  • Fixed some default components being missing to entities created via Sector():createObject()
  • Fixed wrong documentation in several callbacks
  • getMissionLocation() can now return more than 2 coordinate values
    • See documentation for details
  • Added a class GameSettings() for access to the server and game settings
  • Added properties to access the ships and stations of a player or alliance
  • Reenabled client IO and OS libraries with security checks in place
    • Client-sided IO can only write to the %appdata% path
  • Added an Entity function to wait for async work
  • Fixed a crash when registering a new script interaction during an ongoing script interaction
  • Server no longer returns non-initialized players in getOnlinePlayers() function
  • When AttackState is set to attack an entity without a plan it switches to its parent or no target
  • Caption of windows can be read out now
  • Tabs in tabbed windows can now be moved all the way to the right
  • Scripts can now re-register for the same window that another script already used, enabling them to receive window-related function calls for that window
  • Added an option to enable word-breaking in Label class
Parallel Entity Script Execution
"We've finally finished our parallel scripting interface. We're using 2 new functions for updating entities in a sector in parallel, but due to the nature of parallel computing and race conditions, access to other objects has to be limited."
  • Added several ReadOnlyXXX classes
  • Added an updateParallelRead() Entity script function
    • This function will be updated in parallel with other functions of the same name
    • In this function, access to all entities is granted, but only through ReadOnly classes
  • Added an updateParallelSelf() Entity script function
    • This function will be updated in parallel with other functions of the same name
    • In this function, only access to the own entity and the ReadOnlySector() is allowed
  • In the above functions, access to all other classes, such as Galaxy(), Server() etc. remains as it was already
  • updateParallelRead() is executed before updateParallelSelf()
"As usual, user bug reports are marked with [UBR]. Thanks everybody for using the bugtracker and forums to report issues!"
  • [UBR] Fixed an issue where repair beams were not penetrating shields
  • [UBR] Fixed an issue where shield damage updates would cause lots of network traffic
  • [UBR] Fixed an issue where almost broken shields would dampen hits if multiple shots hit it in the same frame
  • [UBR] Fixed an issue where wreckage pieces that are part of a wreckage sector are cleaned up
  • [UBR] Fixed an issue where fighters would slow down a lot when returning to the mothership
  • [UBR] Fixed an issue causing sliders in crew board UI showing non-integer numbers
  • Fixed lots of GL/graphics/display issues
  • [UBR] Fixed an issue where it wasn't possible to fully repair ships
  • [UBR] Fixed object detector not detecting Exodus mission beacons
  • [UBR] Fixed insurance mails being sent for 0 credits
  • [UBR] Fixed craft stats showing number of members instead of workforce
  • [UBR] Fixed quickmenu tooltip showing the wrong keyboard shortcut for mail
  • [UBR] Fixed an issue where alliance notifications would sometimes not be recognized as already there, leading to notification spam
  • [UBR] Fixed an issue where fighters weren't able to land when no player was in the sector
  • Fixed an issue where /run would command not work with normal statements
  • Fixed an issue where mail window would create unnecessary network traffic
  • Fixed an issue in turret factory that having stolen cargo would give turrets for a very cheap price without goods
  • [UBR] Military outpost has a welcome text as well now
  • Fixed an issue where some freighters had no engines
  • Fixed an issue where alliance ships would not be able to be controlled by anti-smuggling patrols
  • [UBR] Fixed an issue where fighters could pick up crew leading to huge amounts of crew brought back and required by fighters
  • [UBR] Repairable wreckages claimed by alliance ships now actually belong to the alliance
  • [UBR] Fixed an issue where camera movement didn't update if entering strategy mode while pressing left mouse
  • [UBR] Fixed an issue where turrets were being returned to the player twice on lower difficulties
  • [UBR] Fixed an issue where borders of inventory selections were resetting
  • Fixed an issue where data packages for the player would sometimes get discarded during loading screen
  • [UBR] Fixed an issue where good prices wouldn't be displayed correctly for alliances
  • [UBR] Fixed an issue where fighter-related scripts could crash when interacted with the drone
  • [UBR] Fixed an issue where consecutively interacting with a fighter factory as player and alliance would not update the price
  • Fixed error message argument in smuggler's market
  • Fixed a few spelling errors
  • Fixed an issue where client wouldn't shut down correctly when a UI thread was still running
  • Fixed an issue where the maximum volume per ship could be circumvented via "modify entire ship"
  • Fixed a few script documentation issues
  • [UBR] Fixed an issue where transforming a block would also change its color
  • [UBR] Fixed an issue with the display of atmospheric fog on Intel devices
  • [UBR] Fixed an issue with the display of point sprites
  • [UBR] Fixed an issue where items would only be picked up on the server
  • [UBR] Fixed an issue with error sending in fighter factory
  • [UBR] Fixed an issue with jittering of fighters with very high agility
  • [UBR] Fixed an issue with fighters getting lost on client side when pressing "Transfer All" buttons for fighters
  • [UBR] Fixed an issue with wrong prices in trading after selling or buying goods
  • [UBR] Fixed an issue with trading routes not updating their prices correctly for the current sector
  • [UBR] Fixed an issue where turning speed and independent fire of turret loot wasn't saved
  • Fixed an issue that could lead to overflow in faction payments
  • Fixed overheating displayer showing black bars instead of yellow/orange
  • [UBR] Fixed damage going down for some turrets in turret factory
  • [UBR] Fixed an issue where seeking missiles fly to the wrong target in co-op steering
  • [UBR] Fixed a crash during building when selecting to show only one block type
  • [UBR] Fixed an issue where player ships would not be able to strafe after docking
  • [UBR] Fixed an issue where hangar door visuals would remain after transformation of a hangar block into another block type
  • [UBR] Fixed several issues with the building stats diff view
  • [UBR] Fixed an issue where transformation brush would not create a preview for changed stats
  • [UBR] Fixed an issue where homing missiles assigned to unoccupied seats didn't seek the target selected by the first pilot
  • [UBR] Fixed an issue where cultists would only attack one disturbing player
  • [UBR] Fixed an issue where negative numbers would appear in scientific notation
  • [UBR] Fixed an issue with stats diff in building mode after pressing Ctrl Z, Ctrl Y or when transforming a block
  • [UBR] Fixed mining and salvaging lasers being able to just "tag" a target to get full resources on destruction
  • Fixed a crash with /help command
  • [UBR] Fixed AI stations (mostly shipyards and repair docks) decaying
  • [UBR] Fixed an issue with factory configuration for buying/selling from others always resetting to true
  • [UBR] Fixed an issue where cargo in ships or factories would not be recognized by the UI
  • [UBR] Resolved multiple issues with GL initialization and GLEW
  • Fixed an issue where fighters could lead to a black screen
  • [UBR] Fixed a crash when crafts change and their stats had to be updated
  • [UBR] Fixed an issue where "Collect Lost Fighters" button wouldn't work
  • [UBR] Fixed a few inaccuracies with crew requirements
  • [UBR] Fixed an issue where rifts and faction territory weren't displayed around the player's location
  • [UBR] Fixed an issue where hyperspace countdown was out of sync with server
  • [UBR] Fixed an issue where the ship systems tab showed the requirement for unlocking two more slots instead of one
  • [UBR] Fixed an issue that led to hologram blocks not being able to be merged
  • [UBR] Fixed an issue where noble metal mines were displayed more than once
  • [UBR] Fixed an issue where player-to-player damage was wrongly enabled for alliance ships
  • Fixed an issue where alliance ships wouldn't be able to always interact with their player stations and vice versa
  • Fixed an issue where ships and stations wouldn't be able to "dock" with themselves