Build 65
* Improved Launch / Loadtime.
* Improved Audio / Soundtrack loading.
* Length of new character name , max set to 30.
* Spelling and grammar fixes, hear and their.
* Hotkey C (cargo) now toggles, instead of just opening.
* Hotkey X (ship overview) now toggles, instead of just opening.
* Minimum 10 Adamyte rocks on first default map sector (0) .
* Pirate dens have unlimited missiles.
* Revamped the galaxy creation screen. Options are now sorted into categories.
* Replaced Acquire amount button with slider (100 to 1,000,000,000).
* All Galaxy creation sliders now have buttons for lower increment amounts.
* Added galaxy option for max pirates on map.
* Added galaxy option for rate in which prices change.
* Added galaxy option for pirate hideout strength and officer spawn rate.
* Added galaxy option for pirate hideout strength and officer spawn rate.
* Added galaxy option for asteroid ore density.
* Added galaxy option for maximum number of jobs available.
* Added galaxy option for re-spawning asteroids.
* Added galaxy option for asteroid rotation around center star.
* Added Pause Button to main ship hud.
* Asteroids can now regenerate slowly, unless mined completely.
* Improved ship path-finding for asteroids, stations, hideouts, and other pirates.
* Mining an orbiting asteroid will cause the asteroid to slow down, and eventually stop orbiting.
* New Death options in galaxy creation, allowing for perma death.
* Improved collision detection for all Asteroids.
* Minimum pirate laser damage now set to laser damage/2.
* Adjusted pirate laser fire timers, now based on seconds, not cycles.
* Slowed rotation of title screen camera.
* Jobs expire from the list, top down, and now show estimated expiration time.
* Ships docked and cargo stored in a station are now listed in station overview on galaxy map.
** Modules are now stored on ships when changing ships in the HANGAR. Buying new ships clears all modules.
* Ingame text for Pirate Taunts now loaded externally from txt file. (MOD_DATA folder)
* Ingame text for NPC chats and recipes now loaded externally from txt file. (MOD_DATA folder)
* Ingame text for Pirate Taunts now loaded externally from txt file. (MOD_DATA folder)
* Ingame text for Victory Parole Legacy now loaded externally from txt file. (MOD_DATA folder)
For those of you looking to help with language translation, you will notice a MOD_DATA folder in you steamapps folder. Here is where you can change some of the text in the game. I am still in the process of extracting the text, and formatting into a plain text file. I suspect this will take a bit of time.
Now that I got a few more options in the mix, These next 14 days will focus on get the achievements implemented. Ive been trying to get a grasp on the steam API and how they handle the whole achievement submission process. Hopefully it's not too crazy. Anyway, enjoy, and as always, comments, suggestions and complaints welcome on the forums.
Build 64 is live!
Build 64
*Fixed NPC generation bug.
*Adjusted NPC communication link button to match position of HUD buttons.
*Star particles stacking up, bug fixed.
*Sound options bug fixed, music and sound volume now saves properly.
*Camera depth focus option is now turned off by default.
*Added new Win game Screen, with galaxy regeneration button.
*Added Dynamic end game story based on your stats.
*Mild Texture compression for skyboxes.
*Fixed Export saved game bug hanging and creating multiple files.
Astrox Visits the SpaceGameJunkie.com Podcast.
Hey guys, though i would share this. Me and the guys from SpaceGameJunkie.com talked about Astrox, Winnebagos, my day job, and the fun jump from greenlight to the steam store. Anyway, I thought is was fun, and I enjoyed talking with Brian , Jim and Hunter as we played the game.
https://youtu.be/jwDAQZhi5cc
Anyway, be sure to subscribe and follow the SpaceGameJunkie Curator page. They really do a good job sorting through games and finding us the fun ones.
A couple players brought to my attention that there was an issue with the pilot window not displaying the proper information. After some snooping, I discovered that I broke it with the addition of new pilot avatars. Anyway, it is fixed, and I also went ahead and added an option to change your pilot avatar, under special options. Anyway, have fun out there :)
Build 63 is Live!
Well, I managed to get quite a bit done in this update. Of course I wanted to keep going, but with the holidays and family time... I figured I had better post what I have before I get overwhelmed with the festivities. Anyway, lots more on the the way, I suspect I should have another one ready to go around the same time next month.
Let me know if you guys have any issues or questions about the new stuff.
Here is what you will find with build 63:
Build 63
*Fixed alignment of buttons in REFINERY, CARGO, and HANGAR.
*Refining / Scrapping, Selling items in the refinery will generate a notification popup of results.
*Adjusted pop up box location in station.
*Adjusted Max systems allowed to 100.
*Fixed Tactical Command Ship bonuses.
*Fixed bug where buying a module, then refinining it would cause error.
*Buying and selling in the market will generate notifications.
*Station interiors are now somewhat randomly generated. (still going on this)
*Buying and Selling ships in the shipyard now generates notification reports.
*Buying and training skills at the university now generates notifications.
*Upgrading in the lab generates notifications.
*Leasing space in the hangar now generates notifications.
*Completing a job now generates a notification report.
*NPC ship no longer move when game is paused.
*Created new pilot face models, for a total of 16.
*Adjusted Engine flare brightness.
*Autowarp and Autodock options now saves.
*Added new skin design.
*Revamped Options menu, with new options and settings.
*Added new Sound and Music volume sliders and toggle buttons.
*Adjusted starting camera position on station load.
*Revamped targeting overlay graphics.
*Added back 7 unique asteroid models.
*Multiple graphics tweaks and enhancements.
*Engine fuel burn is now an option. Afterburners still require fuel.
*Added 2 new custom songs to the soundtrack.
*Revamped Warpgates, Stations and Asteroid models and textures.
The Christmas Update.
So I have started work on the Christmas update. This will be a good one for sure, with new options, content, bug fixes and a few new features. I am also in the process of adding a completely new mode of gameplay. This will be a hardcore survival mode, with more of a dungeon crawl feel to the exploration and discovery of new systems. Anyway, just wanted to drop in and let you guys know what I am working on... and that it should be ready before the holiday.
A am also scheduled to do a Podcast with SpaceGameJunkie.com on December 29th. Be sure to check it out, as we will discuss Astrox, and future developments.
Here is a peak of some of the progress I have made with the station interior graphics.
I will be hanging out in GROUP CHAT.
If you have any questions you want a quick answer to, i am hanging out in chat today, and will continue to do so for as long as i can. (days) . Anyway, pop by and say hi. To get to the group chat, just go up to the DISCUSSIONS tab and click ALL, (to the left) then, on the far right, click GROUP CHAT.
Just wanted to say thank you.
It has been a long journey since I started this project. Just wanted to say thanks to everyone who helped me with feedback, support and encouragement. I know it took me awhile to get this on steam, but I told you I would if I could, and I guess it worked out. Thanks to Value and the guys behind the curtain, I really do appreciate all your help.