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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%
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
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!
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.
Featuring: Top image: Xmas Light by ᖷ⅃0ᗡUUႱ
Bottom image: Schneeflocke by hmun Skiing Santa - Fighter Blueprint by FriXioN Blitzen by William the Bat
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.
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!
[Screenshot: All of the reworked weapons firing. (Workshop ship by TESLA)]
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.
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.
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!
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
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.
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.
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
It's time for the economy update! We're proud to present a lot of improvements to the economy and production chains of Avorion!
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!
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.
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.
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!):
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
Players can now found the following stations, too:
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
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
"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