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Beta Branch Patch 0.15.2 Patchnotes

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

UI

  • The block size of the normal place block brush in building mode is now persistent

Graphics

  • Reduced blue tint for shield effect

Bugfixes

  • [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
  • Fixed an issue where Tesla Guns were getting the same specialties as Lightning Guns

I'll add this here as an edit as well since there has been a lot of misconceptions considering the salvaging "nerf":

The faulty salvaging laser behavior was basically that you could shoot a wreckage with a salvaging lasers once, and then following shots would count as salvaging as well - which is clearly unintended behavior.

Instead now, you'll have to use only salvaging lasers to collect full resources from wrecks, just like it was in version 0.13.X and below (and as it is intended). In addition to that, let me clarify that salvaging lasers do not have a hull DPS disadvantage compared to other weapons (and they never did), they only have a shorter reach. So say you have a ship with 1 salvaging laser and 3 normal weapons, all you have to do with the fix is replace your 3 normal weapons with 3 same-tier salvaging lasers and you will have the same salvaging speed and yield as before.

I hope that clears some things up.