Merry Christmas everyone. I hope you all have a safe and happy holiday. See ya in 2024!
Build 0.0144 - Fixed bad mouse over UI on Journal main menu buttons. - Fixed bad mouse over UI on fabricator and refinery buttons in station panel. - Fixed bad mouse over UI on station mission panel. - Fixed bad wormhole warpgate model not properly showing correct model and animation. - Fixed bad path to MOD folder when saving changes to the sector map using the map editor. - Fixed bug where Merc would not follow thru the warpgate when Warp FX animations are disabled. - Fixed bad path to MOD folder on station services panel when assigning station services under alternate MOD folder. - Fixed Delivery mission bug preventing proper generation of delivery missions on the station Missions panel. - Fixed a number of typos here and there. - Fixed bug causing warp drive module to throw errors when no exit gate it available. - Adjusted station panel button mouse over graphics to match for consistency across all station panels and sub panels. - Adjusted remote market prices to reflect recent event updates to market items prior to docking at remote location. - Adjusted general tooltip to allow for multi-line and colors. - Adjusted functionality and UI layout of the Map Editor. Now matches the Skybox Editor. - Adjusted Pilot panel to remember last viewed tab instead of resetting to skills view when re-opening the Pilot panel. - Adjusted drone engagement to preform a check of the target type before sending the drone. If target type mismatch, done will remain at ship. - Adjusted the loot drop formula to prevent higher level ships from dropping lower tier loot from the raiders loot table. - Added autoscale UI for steamdeck resolution. Loading new player will auto adjust the UI so all panels are visible. - Added sell pricing information to the remote prices panel on the markets. - Added tooltip to GPS quick link on the remote prices panel on the station markets. - Added ability to enter values using keyboard into the Alt-Drag popup box when transferring items. - Added (Move all to Storage) button onto the fabricator panel next to the (Move all to Ship) button. - Added button to mission display panel that will open the pilot mission panel showing active missions.
- AUDIO STUFF - Adjusted all 3d audio settings for every module object in the game. - Adjusted all 3d audio settings for every prop object in game. - Adjusted all 3d audio settings for every fx object in game. ( Thank God that is over with!) - Added new slider for station ambience volume control under Audio Options. All station sound effects have been moved to this new audio channel. - Added new slider for communications chatter volume control under Audio Options. - Added new audio for mouse clicks and mouseover on all station panels. New mouse over audio for all Market panel buttons, and market overview buttons. New mouse over audio for all Market Buy and Sell panel buttons. New mouse over audio for all buttons on the station Garage panel. Garage module overview and extra garage options. - Added missing audio for mouse clicks and mouseover on station Shipyard and shipyard subpanels. - Added missing mouseover tooltips and audio onto the Refinery and Lounge station panels. - Added missing audio mouseovers to all items on the station Mission panel. - Added missing audio for mouse clicks and mouseover on Lounge and Market panel. - Added missing audio for mouse clicks and mouseover on Station Storage panel and sub panels. - Added audio to mouseovers to office list items on station Office panel and station Services panel. - Added audio to mouseovers to NPC Dialog panel. - Added tooltips and audio on the specialty buttons for free floating NPC Dialog box. - Added new ambient audio system for all stations. new system takes over 2 unique ambient sounds and sprinkles them into the background. How busy the station is will affect how often these audio samples are added to the station atmosphere. - Added new audio for station trams, utility ships, personal vehicles. - Added the ability to collapse and expand drone groups and categories on the Fleet Command panel. - Added ability to expand collapsed drone group by clicking header. This will not select all drones from that group, but expand the group. - Added dynamic audio samples for all Projectile impact explosions. - Added dynamic audio samples for all Missile impact explosions. - Added dynamic audio samples for all Laser impact explosions. - Added dynamic audio samples for all Beam impact explosions. - Added dynamic audio explosions for Crates. - Added audio for warp drive module, and fuel requirement notification. - Added new dynamic audio system for all warpgates. New sounds for warpgate charging, launch, transit, exiting and aborting. New audio system uses warpgate charging timer to adjust pitch of the charging sound effect. New system uses warpgate transit timer to adjust pitch of the transit sound effect when exiting the warp. 6 New warpgate charging sound effects for each of the 6 main factions. 6 New warpgate transit sound effects for each of the 6 main factions. - Added new sound effects for Buy Ship, hire Merc, Train Skill, Buy Entertainment. - Added new sound effect for Merc payroll deductions. - Added ship AI vocal warnings for low energy, life support, shield and armor. These are timed in sequence as not to overlap each other. - Added ship AI vocal triggers for toggles of, Auto dock, Auto warp, Auto scan, Auto target and orbit. - Added ship ai vocal triggers for Missions. Objective complete, Accepted, Aborted, and Expired. - Added ship AI vocal triggers for Mercs. Hire, Retire, Standby, Killed and Abandoned fleet. - Added ship AI vocal warnings for Mercs. Low hull, needs repair, and gained a level.
Build 143-142 : Quickbar, Drones, Gates and such.
Devlog 107 covers the new additions of the Drone grouping panel and the Quickbar. The new drone grouping system will allow you to select all drones of a given type. This makes for easy access to the drones you want without the use of drone groups. If you decide to create a drone group, Drones from the group will no longer be displayed under their respective category, but under a new group header instead. I have also made a number of changes to the drone code and how they are handled when docking and undocking.
The new Quickbar (or bottom bar) can now be modified using the new Quickbar Options panel. This panel will allow you to select what buttons will be displayed on the Quickbar. The new addition of the spacer button will allow you to visually group buttons together making them easier to access.
All 6 of the main factions have received updates to the warpgate models. The warp animations an alignments have also been reworked a bit. A lot of time was spent tweaking the UI to prevent unwanted actions when dragging items around the UI as well as clicking through UI panels to the objects displayed behind them.
There is now a standardized tooltip system that has been implemented making it easier to read the tooltips. Nearly all the panels with the old tooltip code have been replaced with the new system. There were also a number of panels themselves that required updating to better match the layout of the other UI panels.
I added a few new progress meters to the station mercs overview panel. These progress bars give you a visual presentation of your current faction rating and the required rating. The mission panel will also show some new progress meters representing the Qualification level of your pilot. This level controls what level of missions are available to you at the stations. The bottom meter show the current progress towards the next qualification level.
The next update will focus on the audio additions and responsive command stuff for the mercs and npc ships.
This fall will focus on the sandbox revamp and the character creation in both the sandbox and the campaign.
Build 0.0143 - Fixed gps link button on mission panel. Was not properly aligned when dragging and resizing the missions panel. - Fixed text in mission database for raider kill missions. Removed the double (Raiders raiders) in the mission descriptions. - Fixed issue with npc and law enforcement kill off mission raiders before the pilot can reach the targets causing mission complete without firing a shot. - Fixed bug while activating warp and attempting to dock at a station while warpgate is charging. - Fixed bug while attempting to dock at a structure while active warpgate is charging. - Fixed bug on stats panel that prevented clicking area to the right of SHIP STATS title text. This area will now toggle the STATS panel properly. - Fixed bug with sandbox harvest ratio parameter. No longer will low sandbox harvest ratio values prevent harvest missions from being completed. - Fixed bug with sandbox starting cargo script. Cargo will now be properly placed in the starting ship when generating a new sandbox game. - Fixed text display on cargo item when dragging items to ship cargo or ship storage panel. - Fixed text overflow on mission logs for Expired missions and Aborted missions. The text will now be cut to 25 characters on the mission log display. - Fixed input field on Comms box in station Offices to prevent triggering of hotkeys when entering data. - Fixed bug preventing double click on tactical objects allowing the autopilot to engage properly. Bad overlapping hitboxes between tactical and targeting hud objects. - Fixed bug blocking merc from sending dock command from right click command box on fleet panel. Merc will now dock properly when command is sent. - Fixed bug in pilot panel causing null reference to the remote merc indicator. - Fixed death panel bug not resetting the panels properly after clicking continue after death when open merc panel is being closed. - Fixed right click radial menu to respond to alternate right click set via keybindings. - Fixed right click radial menu bug that allowed for right clicking objects thru the UI and opening the radial menu. - Fixed and adjusted layout and drag code for bookmark panel. - Adjusted fleet command panel to remember the current view (Fleet / Drones) when docking and undocking. No longer will it refresh the Fleet mercs list if drone list was open when docking. - Adjusted ship position when leaving warp mode to align the ship and exit trajectory with the exiting gate. - Adjusted NPC damage modifiers for mission NPCs interacting with regular local NPCs. Locals will no longer wipe your mission targets for you. - Adjusted layout on life support panel to prevent text overflow for sector data when using a high UI scale factor. - Adjusted code and UI elements for radial right click menus on all intractable map objects. - Adjusted and removed old command that may be causing issues with corrupted font in search input fields. - Adjusted mission level unlock formula to ease the introduction of more difficult missions when progressing thru mission levels. - Adjusted code that controls the harvest_ratio when harvesting mission generated resources. This only affected sandbox games with adjustments to the harvest ratio. - Adjusted warpgate map code to allow for warpgate faction parameter to adjust default faction for the gate when generated. Now overrides sector faction ID when gate Faction ID is present. - Adjusted player ship warpgate alignment during pre-warp activation sequence. - Adjusted faction database colors, mainly the Alpha, Civil, and Science as well as Labor, Excavators, and Contractors. - Adjusted skill effect values in the skill database. - Adjusted mission panel in stations to display mission qualification levels and their progress. - Adjusted how the mission levels are calculated when generating missions for your pilot. - Adjusted Active scanner panel layout. - Adjusted the garage live data to match the numeric format of the ship details panel live data. No longer does the rounding of numbers cause differences in the numbers displayed. - Added new drone category headers to the active drone list. Click these headers to select on drones of that type. - Added new warpgate models for all 6 main factions. - Added new warpgate animated light runway effect for static and active warpgates. - Added new warp tunnel that uses lighting colors of the sectors to generate the warp tunnel. - Added new range indicator onto the module HUD component. This indicator will show red when the module is out of range, and green when the module is in range. - Added new display option for the Stats Panel. You can now switch between actual ship values or percentages. - Added new tactical sensors panel layout to match other UI panels. - Added new standardized tooltip for the general UI buttons. This new tooltip will replace existing panel tooltip text. (This will take time to get them all). Replaced tooltips system for Ship Stats panel replacing old panel specific tooltips. Replaced tooltips system for Active Missions panel replacing old panel specific tooltips. Replaced tooltips for Cargo panel and Storage view, replacing old tooltips. Replaced tooltips for the System Nav panel. Replaced tooltips for the Autopilot panel. Replaced tooltips for the Targeting panel. Replaced tooltips for the Fleet Command panel. Replaced tooltips for the Drone Command panel. Replaced tooltips for the NPC command panel. Replaced tooltips for the NPC cargo panel. Replaced tooltips for the Bottom slide-in QuickBar menu. Replaced tooltips for the tactical sensors filter icons menu. Replaced tooltips for quickbar icons menu. - Added tooltip text to all Radial right click menus for all interactable map objects. - Added new QUICKBAR system that replaced old static bottom bar. - Added QUICKBAR settings panel that allows you to adjust and modify the QUICKBAR buttons. - Added QUICKBAR save data into the player_data.txt file format. Old saves will not have this parameter, and will not save your quickbar settings. (it can be added manually) - Added ability to open right click radial menus on tactical icons in tactical mode, as well as targeted items on the HUD. No longer are you forced to click the actual 3d object to open the right click menu. - Added new icons for all mission types. The new icons are less cluttered and easier to identify with eeach mission type. - Added new help page for the quickbar and linked the help button on the quickbar to the new page. - Added player ship icon to tactical sensors (not for override mode). Your ship will now show up on tactical sensors making it easier to see your location when camera is focus on other sector objects. - Added module mouse over details to the ship details panel. Now will display live data like the garage.
Build 0.0142 - Fixed sort order bug caused by null target data when sorting targeting panel list. - Fixed issue with sector map loading of npc faction id. sector map now references actual faction id and not array element id (id-1). - Fixed bug when changing sort order of the mission list at the station. No longer will the filter be replaced with mission code title, will now display properly. - Fixed pricing bug when selling multiple types of special items in the multi-sell window. Special items will now sell at their baseprice instead of zero. - Fixed bug when mission title is less than 25 characters causing a soft error on substring length. - Fixed alignment text bug on all log display areas. No longer is the left size cut off when sized to various UI scales. - Fixed issue with faction tax, base tax and discount on market mouse over not showing proper values after 141 update. - Fixed alignment issue with module mouse over panel header bar allowing for background to show through the gap. - Fixed bug where text on cargo icons still show when option is set to remove text when first loading the player save file. - Fixed alignment issues with text cut-off on mission contract list item in the station mission panel. - Adjusted market pricing system for better balancing of pricing from the market events generator. - Adjusted Skybox nebula cloud rotation to accept x,y,z parameters instead of a single Z axis rotation value. Both types on sector maps are supported. - Adjusted Skybox editor to handle new x,y,z parameters allowing for better nebula rotation. Replaced the slicer with Input text field with validation. - Adjusted skybox generator to use new nebula rotation system when generating sectors for the sandbox. - Adjusted mission database titles for all kill raider missions. This will allow the code to determine proper text for singular or plural number of raiders. - Adjusted a number of (s) tags in the missions database to allow for the code to handle quantity and other text formatting for mission titles and descriptions. - Adjusted the mission database text for all recover missions. Now shows quantity and name of items to recover. - Adjusted fog particle system for station interiors to better optimize. - Adjusted market code for supply and demand items to limit quantities based on class and type of item. This prevents run away quantities for valuable items. - Added new Help panel that is accessible from a number of other panels. This panel will display help information about various elements of the game. I hope to build out this Help panel to make it the goto place for all Astrox Imperium data. Obviously this will take some time, so if you would like to assist, head over to Astrox Discord. - Added code for new HELP browser panel that will parse and display plain text files using a basic html style formatting for displaying images, text and buttons in the help browser. These help files are located in the MOD / documents / help folder. With images stored in the / images folder. The help panel itself has a file to explain the html syle formatting that is used to style the information. - Added markup language to the help panel for Text, Images, And Buttons. - Added markup language to the help panel for horizontal table alignments, allowing for content to be displayed in columns. - Added markup language to allow INCLUDED files within the help pages using the tag. This can be used for headers and footers on the page. - Added new planet 3d mesh to replace the old chunky one. Planets now have a smoother surface when scaled. - Added default button that will launch the help menu from the options panel home page. - Added new data into the save game format to save all adjustments to the tactical sensors. New games will retain the options you have selected between saves. - Added new data to the save file that will retain all optional settings for the ship cargo panel. Filter, sort, order by and icon size. - Added new data to the save game file that will retain the sorting options for the targeting panel. sort by and order by. - Added new data to the save game file that will retain the sorting options for the Market panel in the station. Filter, sort , order by and items per page count. - Added new data to the save game file that will retain the sorting options for the University panel in the station. Filter, sort , order by and items per page count. - Added new data to the save game file that will retain the sorting options for the Mission panel in the station. Filter, sort , order by and items per page count. - Added faction coloring to the pilot panel Factions tab. - Added color formatting to the pilot mission panel. Important target information, and locations are marked accordingly. - Added color formatting to the station mission panel. The main list as well as the mission overview panel now have coloring to indicate target information and location. - Added color formatting to the pilot panel missions tab. The format follows that of the mission panel and station mission directory. - Added new GPS button to the Mission HUD panel. If the mission is Incomplete, the GPS button will activate your GPS and take you to the target location. If the mission is complete, the GPS button will take you to the return location if the mission requires one. - Added new icon size mode tot eh cargo panel that allows for largest icon with no text label. This mode shows only icon and quantity. - Added new ship parameter that will prevent the events system from propagating the ship throughout the save game universe. (SHIP_prototype;True) will block the ship from the events generator. - Added SHIP_prototype stat to the ship stats panel in the ship editor. The default is set to False, and will only effect ship files that have the SHIP_prototype parameter.
This winter will be the quest update along with the new campaign map.
Build 141: Markets, Maps and more.
Build 0.0141a * Hotfix for bad dock with structure button. - Fixed bad background image on quantity slider for drag and drop cargo. - Fixed sandbox station generator lounge display counter and randomized chance for spawning lounge in station. - Fixed raycast target area for merc fleet list command panel for individual mercs. - Fixed issue with basic combat tutorial drone getting killed by other NPC pilots in Void Starcross. - Fixed issue with basic combat tutorial drone using crate_drope_chance option instead of forcing crate drop when killed. - Fixed bug preventing proper calculation of jump distance bonus for missions. - Fixed galaxy map camera drag on UI bug. Resizing or dragging UI elements on galaxy map will no longer pick up map when dragging quickly outside of UI area. - Fixed mouse over glitch on market history tooltip. - Fixed a few spelling errors and typos. - Fixed bug with sorting by distance and damage on targeting panel. Now will auto sort properly in ascending or descending order. - Fixed ship editor bug when saving edited ship data inserting duplicates of ship scan and skill level stats at the end of the file. - Adjusted auto targeting system to pull target from sorted list on targeting panel. - Adjusted sandbox station generator to always activate station offices. (Allows other services to be unlocked). - Adjusted merc command panel to prevent mercs from changing autotask commands when remote. This will prompt a notification. - Adjusted mission quest scripting to allow for quest missions without a free mission slot available. - Adjusted merc cargo panel to autoclose on mercs that are no longer in the sector. This will prompt a notification. - Adjusted calculations for mission payments based on number of jumps ,current player level, explored status. - Adjusted market log values to show a 2 decimal point value instead of rounding to whole number if price is under 100 and 1 decimal point value if under 1000. - Adjusted market log values to show no decimal value if price is over 1000 with a comma currency format. - Adjusted camera code for the addition of camera dampening on mouse drag for main camera and map camera. - Adjusted the inspect icon for warpgates. The icon now shows a Buy Key icon instead of the default inspect icon. - Adjusted market default list ALL to exclude the Buy Orders and Sell Orders. These are now only listed when filtered for them. - Adjusted and revamped the galaxy map filter layout. Now takes up less space. Added new system for galaxy map search. - Adjusted default values of the newplayer_options.txt file to balance out change made to the code. Baseline default values for many options are now at 1.0 - Added new sandbox color palette system that uses image tiles to select color values from a palette when generating sector skyboxes. - Added new sandbox color_palettes folder to the MOD/sandbox/ folder that players can add or adjust colors for their sandbox games. - Added small ship alignment shift to the warpgate when charging for warp. - Added merc autotask state to the save game routine. Mercs will now remember what they were doing on reload if autotask was enabled. - Added slider for Camera drift dampening to the options panel. This option will remove the drift of the camera when released from a rotation drag. - Added ability for mercs to now be left behind in a sector while they are on autotask. - Added ability to sort market items by discount is ascending and descending order. - Added color indicator on fleet panel for mercs that are not in current sector. - Added color indicator on NP overview panel, and station fleet panel to show when a merc is remote. - Added new right click option to galaxy map sectors. This will display a list of all stations in that sector. Ones marked in grey indicate a non-visited station. Clicking these will set your GPS there. - Added new GPS search panel to the Galaxy Map Filter. This panel is draggable and resizable. You can search as before with a few new button for full lists of all explored sectors, visited stations, and active bookmarks. - Added filter dropdown to GPS search panel for Sectors, Stations, Bookmarks and All. - Added sort dropdown to GPS search panel for Name, location, and type. Ascending and Descending order. - Added ability for GPS search panel to remain open when not view galaxy map. - Added new ship file format to the modtools ship editor. Special thanx to (DragonSlayer). - Added new icons to replace all 10 level of salvage in the items database. Special thanx to (DragonSlayer). - Added new ship textures to replace all old one in the MOD/ship_parts/textures/. Special thanx to (DragonSlayer). - Added new market panel for remote market prices. This panel will allow you to see where an item can be found from a list of stations in explored sectors. If the station market has been visited, then the prices will update for those remote market entries. Data will remain accurate for some time, but game events may change quantities and prices unexpectedly prior to docking, especially in high traffic sectors with a good economy stat. The list of stations will provide you a quick GPS link, as well as the Price (if known), the number of Jumps from your current location, the Quantity, and Discount. - Added the ability to sort the remote market prices by Station name, Sector name, Qty, Price, Jumps and Discount. - Added new system for market events that adjust the quantity of market item available. These are now separated by class , type and subclass to help markets maintain reasonable numbers for each category. An example of this, Ammo will fluctuate in higher numbers where items like documents and special usable items will not be stocked in large numbers. This will reduce the exploiting of market quantities, and may take some time for the game to balance out existing saves in progress. Markets that currently have large quantities due to player interaction, or event generation will slowly adjust over time as you play and balance down to their max limits via the event system.
Build 140: Questing and Sorting.
This update introduces the Quest system that ties together missions for storyline advancement. I have also made a number of changes to various game panels that now allow for sorting info in ascending and descending order.
I have added new info to kill pilot and kill recover missions that now show the target faction, and the current rating for that target faction in addition to the benefactor faction.
Build 0.0140 - Fixed structure effect range on warpgate generator. - Fixed station services images to load correctly with new MOD folder access. - Fixed bug with drone registering a null reference when docked at station and managing drones. - Fixed MOD folder path bug for the pilot journal when using the active scanner module. - Fixed engine scaling issue in ship editor and in game. Engine effects now properly scale with the engine mesh. - Fixed mouseover hotspot on scripting editor main buttons rollover highlights. - Fixed missing texture from bad MOD image on bookmark editing screen on the Journal panel. - Fixed spelling on warpgate activation notification. - Adjusted spacing layout for Journal panel and Pilot panel main horizontal navigation buttons. - Adjusted market base calculation values for supply and demand items. - Adjusted Modtools Menu layout. - Adjusted radial menu for ship hud to close on right click as well as the standard left click. - Adjusted title screen background panel for better clarity of text and font contrast. - Adjusted university skills list layout for better clarity on current skill level, what level is being trained, and how long left to train. - Adjusted station interior layouts on stations interiors B and C. - Adjusted Scripting Editor list item blocks. Now shows block labels much larger for custom identification. - Adjusted a number of engine textures and particle effects for afterburners. - Adjusted missions overview tab on the Pilot Panel to include new layout data for quest missions. - Adjusted the way missions choose targeted factions for scan, kill, and kill recover missions. These now align with faction chart. - Added Ascending and Descending sorting for Ship Cargo panel. (Order by Name, Class, Level, Price, Qty) - Added Ascending and Descending sorting for Ship Targeting panel. (Order by Name, Distance, Damage, Type, Level, Time Stamp) _ Added Ascending and Descending sorting for the Pilot panel Skills tab. (Order by Name, Type, Class and Level of training) - Added Ascending and Descending sorting for Market panel. - Added Ascending and Descending sorting for Mission panel. - Added Ascending and Descending sorting for Storage panel. - Added Ascending and Descending sorting for University panel. - Added new improved lighting to replace old placeholder volumetric lights for station interiors. - Added improved station traffic particle effect systems. (Can be disabled in options). - Added mousewheel zoom in and out for scripting panel in Modtools. - Added new display info for the faction penalty when viewing Kill, Kill recover missions. - Added Ascending and Descending sorting for Journal panel scan files. Sort by Name, Sector and Timestamp. This took an entire rework of the code that handles how the journal files are loaded. Journal files are now preloaded into a list that can be sorted prior to displaying the information. The old timestamp list is now one of the options, but is no longer default.
- Added new Quest mechanic. The new quest mechanic allows missions to be chained together as a whole. There is no limit to the number of missions that can be connected to form a quest. Each mission of the quest will still retain all the functionality as normal generated missions. Credits, bonuses and special items can all be received as rewards. Completing all missions of a quest can trigger dialog events, scripting events as well as general completion rewards. Quest missions will show up in the mission box just like the other mission do. They will have a special orange label showing how far you have progressed thru the quest mission.
- Added Asty's intro quest. 1 single recovery mission - Added Asty's Trial quest. 3 various supply run missions.
Christmas Fix'ns
Build 0.0139b * Fixed broken ship path file allowing players to sell there active ship bricking their save game. (easy fix on forums) - Fixed market station exploit to prevent stations from buying items for more than they sell them. (Regardless of skills and market values) - Fixed bad image for locker after 138 moved the MOD folder from the assets. - Adjusted cloaking skills and calculations for energy recharge after cloak field has dissipated. - Adjusted cloak module mechanic. You must now have an active cloak module to maintain the cloaked field. Turning off the module will dissolve the cloak field regardless of how much power it has stored. This will allow you to disabled the cloak to regain the ability for the ship to recharge its energy. - Adjusted cloak field mechanic. When using more than one cloak field generator, once the cloak field is established, turning off one of the cloak modules will collapse the field until the second active module can spawn a new one. - Adjusted the naming of the Active Shield modules, from booster to re-charger to help avoid confusion with passive modules of the same name. - Adjusted mining and salvage drones AI to check if the parent ship has cargo space to continue operations. If not, they will return to the parent ship but remain active on their task. Clearing cargo will send them back to work.
Build 139: Widescreen , MODifacations and more.
Build 0.0139 - Fixed auto-targeting bug with new drone commands. - Fixed market exploit involving maxed skills and faction standing. - Fixed all render textures for Shipyard camera, Garage camera, and Ship Details camera. No more stretching on odd aspect ratio monitors. - Fixed pilot panel overlay anchor position when using resolutions with height greater than 2400. - Fixed tactical turret overlay when uninstalling one module when having another selected. - Fixed bug when clicking arrow to cycle merc on offices manager panel in station. - Adjusted mass reduction modules in items database. - Adjusted mass ,scan, and engine burn modifiers to provide bonus reduction to the current value, instead of the base value. - Adjusted market skills , their stats and bonuses. - Adjusted mouse scroll speed on resolution dropdown menu in title screen options. - Adjusted the way that merc ships filepath data is stored in the player_data.txt file. absolute and relative paths now work.
- Adjusted the drone pathfinding code to help prevent drones from getting stuck on larger objects like stations and rocks. It is by no means perfect, but it should prevent your drones from getting stuck on big objects most of the time.
- Added drop down for ship editor to allow sorting of ship classes as well as type. You can use both in combination to filter only a particular class within a selected type.
- Added new mod_config.txt file. This file sits outside of the default MOD folder and contains the path to the MOD folder the game will use. This is still being tested, so if you run into any issues, please report. You will find a copy of this file inside the default MOD folder. Just move it up a folder to Astrox_Imperium_data to activate.
- Added new title screen menu with animated background and props. This new centered version should function better with larger resolutions and other odd display sizes.
- Added new system for scaling the windows on resolutions larger than 2k. The new system will now adjust the width of each panel window based on the overall width of the display. This will keep things focused more in the center of the screen, but allow for some scaling room. The way that the UI scaling in options will adjust these panels will allow for more control over how the UI is displayed across all display resolutions.
* Removed a large chunk of unused assets from the build repositories associated with the project. This should decrease some of the required resources when launching the game. This may however increase some of the 'first time loaded' screens. i will be monitoring this on the forums and discord channels for any issues that may popup. Hopefully this will improve the overall stability of the game once I get the kinks worked out. Bare with me, I will hotfix any major issues within hours.
Build 138 : Drones, Targeting and Ship Editor.
Devlog 104 covers a few new additions and a number of tweaks over this past month. I hope you enjoy it over this holiday season.
I have added a new mechanic to the targeting panel. It will allow you to instantly re-target your active modules to any active target on the list. When you mouse over an active target on the targeting panel. 2 small icons will appear. These will give you a bit more control in combat,making it easier to assign modules to a target.
Drones got some love this update. Drones now have stances. This will control how the drone behaves. These work in a very similar way to the Merc tactical stances. There are 3 modes, Defensive, Neutral, and Aggressive.
The Defensive mode will cause the drone to remain in orbit of your ship, while working their target. The drone must be in range of the target to complete it's duty, otherwise it will just hang out until your ship is close enough for the drone to engage.
The Neutral stance functions much as drones used to... with one major difference. They will remain within their range. As they break the range barrier (on their way to the target) they will return towards your ship until they are in range again. They will hold this pattern an not extend their range outside of the drone base range.
The Aggressive stance is almost identical to how drones worked before. They will charge at the target, and do what they do regardless of range.
This allows for a few new ways to play with drones. I had fun testing them. I hope you do too. I also fixed a number of little annoying bugs. The merc crate bug. Merc cargo panel bug along with a handful of other.
I didn't make a number of tweaks to a variety of 'game knobs' that control the progression on the campaign map. Big changes coming on that front.
Stay tuned for a special video coming soon, and then perhaps a new devlog at the end of this month / year.
Build 0.0138 - Fixed part scaling issue with loaded ship on the hangar market. - Fixed text overflow on active target items and prescan items on targeting panel with long names. - Fixed issue wih drone dock distance being set lower than the drone orbit distance, prevent drone docing on larger ships. - Fixed NPC Merc Overview panel buttons for autotask not showing proper mouseover when over the icon image of the autotask button. - Fixed NPC Merc cargo panel capacity bug when first opening a new mercs cargo panel for the first time. Now shows proper capacity. - Fixed NPC crate collect autotask spamming the notifications when the Merc cannot remove oversized cargo from the crate. - Fixed UI panel showing on top bar when using larger than average resolutions. - Fixed a number of spelling error on the drone tutorial script, and a small tweak to the combat basics tutorial. - Fixed bug where 3d tool widget would show after using whip editor then loading the structure editor. - Fixed scripting file spelling error on missions_debt_collection.txt and one on the missions file. - Fixed bug allowing for merc cargo panel to remain visible after assigning the merc to a service position at the station. - Adjusted NPC merc crate collect autotask. AI now will check the crate for any items it may be able to fit before returning to ship. - Adjusted the descriptions , base level and skills point rewards for all collection missions. - Adjusted the way passive modules bonuses are stacked up when applied to each ship stat bonus. - Adjusted target sorting code on the targeting panel. - Adjusted drone stats for all salvage drones, leech and burglar drones. - Adjusted stats of a number of passive resistance modules in the items database. - Adjusted all base sizes of the life support items in the database. - Adjusted NPC base crate item drop chance when checking for loot drops when NPC ship explodes. - Adjusted a number of default world options for better balance when starting a new campaign save. - Adjusted a few UI elements on the targeting panel list items with raycasting issues preventing proper mouse clicks on active targets. - Adjusted UI scale slider to allow for larger settings when using 4k or higher resolutions. - Adjusted mining and salvaging drone stats. - Adjusted UI elements on hotkeys options panel. Removed (left alt W S pitch controls). - Added new sort drop down filter for the targeting panel to replace the sorting cycle button. - Added new dropdown options for autopilot panel. Orbit distance has dropdown (And manual entry). - Added dropdown menus for orbit angle and orbit speed. (no manual entry). - Added dropdown filter for sorting cargo panel inventory. - Added filters for Trade Good, Document, and Usable to the cargo filter dropdown options. - Added new mouse over info onto targeting panel list items for all Stations, Structures, Warpgates, Crates and Ships. - Added (All Modules to Target) on targeting panel list. You can now set all active module to a target without changing your ship's target. - Added (Travel to) button on targeting panel. You can now set autopilot target without changing your ship's target. - Added new ship directional pie plate to the ship editor in ModTools. - Added a toggle for direction pie plate on ship editor bottom panel. - Added new ui layout to bottom right panel of ship editor. Controls for camera views, zoom. - Added new Controls in ship editor for lighting and engine effects. Toggles for both of these have been added to the new Ship Editor Options panel. - Added color hightlight to the parts selection panel. Select parts now hightlight the button green. - Added new save image option to the ship image preview. No longer will the image be replaced instantly, confirmation is required. - Added drop down sorting for the Ship editor types on the Load Ship panel. This has replaced the old button list. - Added new camera control system to the ship. now matches setup of garage, main space and ship details window. - Added new pie plate to the Garage, Ship Details and Ship yard ship cameras. Each can be toggled off. - Added ability to use skillbooks when docked at a station. - Added drone tactical stance system. Allows for control over how the drone behaves when active. . Defensive stance will keep the drone in orbit around the parent ship, only performing it's action when target is within drone range. . Aggressive stance will cause the drone to head out after the target, and continue to do so even if the drone goes out of range. . Neutral stance will let the drone move around freely within drone range, but will not stray out of range to chase a target. - Added drone tactical stance cycle button to the drone icon on the Drones Command Panel. - Added new beam effects for ranged mining, salvaging and combat drones. - Added garage camera focus on active modules when managing ship upgrages in station garage.
Build 137 + 136 : New QoL stuff, and Revamped Life Support.
Devlog 103 covers builds 136 and 137. The biggest addition in 137 is the new Life Support System. Life support items will now drain, giving them limited usage and requiring you to purchase new Life Support items as you progress deeper into more dangerous environments. Once a Life Support item is installed, and the item begins to drain, you will not be able to un-install the item without losing the remain life the item had. If the item has not been used at all, it can be removed from the LS panel back into the cargo bay.
I have also added the ability to search your pilot journal for ships. This will allow you to locate a ship from any station you have visited, and then set your GPS like you would with items and skills.
A number of players were asking about the ability to change the parameters of player owned stations. This has been added in 137. You can now access a new panel under Offices called, Owner Admin. This new owner admin panel will allow you to change the name , owner, faction, station type, interior color and dock fee. Once these changes are saved and the sector is reloaded, the station will reflect these changes. (I will be adjusting this in the future after testing).
136 features the new ability to scale the parts of the ships. This will allow you more flexibility and freedom over your ship designs. You can also scale the module slots, and this will in turn scale the module attached to that slot.
I think this build puts me where I want to be moving forward with story line content. As long as nothing major crops up, it is go time on the story line updates :)
Build 0.0137 - Adjusted the way that drones recharge when ship docks at the station. No longer instant max recharge. - Adjusted station garage UI placement of Active and Passive Modules. - Adjusted the color picker graphic image used for color selection on skybox editor. - Adjusted the galaxy map skybox background exposure. - Fixed bug with tactical GUI overlay objects returning null reference error when tactical object is destroyed while clicking. - Fixed drone dock energy recharge bug when drone is not in orbit of ship when docking at station. - Fixed bug that allowed you to accept NPC missions from structures even when you do not have the available mission slots. - Fixed double fade bug when first entering biomate from the welcome center. - Fixed bug with dock fee slider on sandbox creation panel not adjusting the dock fee rates for generated stations. - Fixed typo in station entertainment file. - Fixed start ship bug with module ammo indicators on pre installed energy weapons. - Fixed bug with news events clearing and showing white box on the station lounge panel. - Fixed bug where right click object UI radial menu shows when camera is rotated 180 degrees from the right click original position. - Fixed hardcoded typo on market mouseover panel for contruction platform special description. - Fixed Left Control keybinding option to apply when selecting or deselcting mercs on the fleet panel. - Fixed a number of mouse over issues on the ship editor. Unity 2022.1.12f1 made some changes to the way raycasting UI is set by default. - Fixed mouse over issues on the structure editor in mod tools due to unity update in 136. - Fixed typo on New journal note textfield when creating a new journal note. - Added ablility to search for ships in the journal panel. - Added new galaxy map lines and gps indicators. - Added overlay CRT style screen to the NPC dialog box when communicating. - Added new tactical turret overlay to the station garage. Now shows elevation and scaled range indicator. - Added notification reminder message on KILL_PILOT mission popup menu with instructions about friendly fire on non-raider ships. - Added notification reminder on KILL_RECOVER mission popup menu with instructions about friendly fire on non-raider ships. - Added new UI panel to Station Offices tab (Owner Admin) to allow for station owners to customize station. - Added access ability for station owners to view new OWNER button for station they own. - Added ability to set Name, Owner, Type, Color, Material, Faction, Main image, and Dock fee for stations you own. - Added new color picker to Owner Admin panel on Station Offices. - Added input validation on station panel to help minimize bad input data during station saves. - Added new station file boolean parameter for player_owned when player owned stations are created. - Added new life support system that now depletes life support items when life support activates. - Added checks for old life support data on ships to insert new charge values for ship data files. - Added new system that prevents life support items from being removed without discarding the remaining charges. - Added new check to remove used life support items when selling a ship with LS items installed. - Added new data parameter (sector_name) to all structure data files. - Added (sector_name) parameter added to the structure creation and save routines. (NOT added to already existing save game structures.) - Added player owned structure cargo to the Assets tab on the Pilot panel. - Added new color picker widget to the custom ship options panel in the station garage. - Added new layout for Life Support panel to support better scaling at larger resolutions. - Added new tool tip mouse over for installed items on the Life Support panel.
0.0136b * Hotfix for bad structure data load when docking at generated mission structures. * Hotfix for ship scaled parts data format. - Upgrade project to Unity 2022.1.12f1 - Updated space fog shader for 2022.1.12f1 - Fixed bug with farming structure lockerboxes not having unique ids and causing game crash. - Fixed refresh rate bug on main title screen no showing proper refresh rate when selected from dropdown. - Fixed insurance deposit bug for missions when player credits are below 0. - Fixed bench collider bug causing player to fall through floor of structure when trying to climb bench corner. - Fixed bug on market when selling upgrade documents, causing error with UI drag item icon. - Fixed item 2037 baseprice. Electromagnetic Emitter. - Fixed bug on community farm scripting file not delivering the correct food item when purchasing surf and turf. - Fixed old spec images stored in steamworks sdk content build folder. - Fixed bug allowing raiders to appear during warp sequence while traveling to another sector. - Fixed a few spelling errors in the missions_database.txt file. - Fixed a few spelling errors in the items_database.txt file. - Fixed a spelling error on warpgate KEY notification text. - Fixed a description label for construction platform in the item_specs.txt file. - Fixed missing data on SHIP_faction_id BCA-1 ship file. - Fixed shipyard bug when attempting to load ship with bad filename. - Fixed bug that occurs when ship formation leader is not available when formation is refreshed. - Fixed bug when deactivating or retiring a merc while their cargo bay is opened. - Fixed number of descriptions and spelling errors on the warpgate, medical, and habitat structure files. - Fixed market price refresh bug when buying demand items from the station market. - Fixed layout bug with lounge entertainment text overlapping other text. - Fixed bug with target list item allowing for click target code to run after target has been destroyed. - Fixed error caused by station bots when swapping ships in the station hangar. - Fixed bug where Journal, Ship Details and Ship Life Support windows didn't function properly with the ESC key to close panel. - Fixed a number of AABB errors that were revealed when upgrading the unity project. - Adjusted layout on crate panel so that the transfer all and scuttle buttons are not close to each other. - Adjusted mission generator to abort when encountering bad sector files or corrupted sector data. - Adjusted mission generator to catch errors within sector map before generating there. - Adjusted base ore prices for raw ore for better balancing with ore size. - Adjusted base damage harvest values for all active mining modules. - Adjusted Skybox toggle to ignore base color and starlight. Turning off Skybox will only remove bg clouds. - Adjusted the way new unique structure files are created and loaded when docking at structures. - Adjusted the way special items are generated. Duplicates will only start to occur after 50 special items. - Adjusted the Merc ammo reload code when out of ammo is triggered. - Adjusted pulse scan speed for Redeemer and Demi support ships. - Adjusted Kill NPC mission base level to prevent mission generation for very early level pilots. - Adjusted Kill and Recover NPC missions. Raised level to prevent mission generation for very early level pilots. - Adjusted a large number of the laser based weapons in the items_database.txt file. - Adjusted the way merc modslot data is saved on the merc ship file. - Adjusted cargo panel and and cargo storage scrollbars ui size an positions so that both function consistently. - Adjusted ship energy recharge rate to nullify when ship has an active cloak field. No more recharge while cloaked. - Adjusted engine code for ship engine parts better performance, and less required resources. - Adjusted all engine objects and particle systems for better z ordering, adjusted afterburner fx. - Adjusted the particle effect for the active scanner for improved visibility and overall look. - Adjusted and improved the code for the station logs columns view. Fixed flicker effect on UI. - Adjusted the way the the font scales with the UI for better readability on smaller text. Font text is more cripsy. - Added scale data to the ship parsing when loading ITEM code from ship data file. - Added scale data to the ship parsing when loading MODSLOT code from ship data file. - Added 3 scale sliders to the ship editor, allowing for part scaling of x,y,z. - Added modslot scaling of x,y,z parameters. Modules will be resized to the parent modslot. - Added construction platform document spec image. This was missing and used the old icon. - Added unique ammo icons for all 10 levels of 20mm ammunition. No more duplicates. - Added unique ammo icons for all 10 levels of 60mm ammunition. No more duplicates. - Added unique ammo icons for all 10 levels of Missiles. No more duplicates. - Added directional orientation pie plate to the ship editor. - Added new engine distortion effect shader to replace the old one that broke with project upgrade. - Added new warp distortion effect shader to replace the old one that broke with project upgrade. - Added ESC key will now close open windows when docked at the station. If no windows open, It will open options.
Build 135 : Merc panel and Bookmarks.
In Devlog video 102, I cover the revamping of the Mercs panel. The Mercs panel layout has been improved and you can now detach the Merc panel from the Fleet panel. You can also resize the panel with the layout inside adjusting to the new specified size.
Mercs now will display an indicator to show when they are out of ammo. Any module that has no available ammo will trigger the merc to display this on the merc panel. A (Reload Ammo) indicator will also show up on the tactical HUD for that merc. Once the proper ammo has been added to the merc's cargo, the indicator will be removed from both the tactical sensors and the Merc panel.
I have also made changes to the Bookmarks panel. This panel can now be resized as well as moved. There was a bug prior to 135 where the bookmarks were not saving data properly when multiple lines were added to the notes field. This bug has been fixed and will no longer cause the player bookmarks to save corrupted data into the player_data.txt file.
I have added a number of new gate keys and gate connections to the campaign map. I have also added a new document to the welcome center for new players.
Be sure to check out SplatterCat's YT channel. He showcases cool hidden indie games. He's got jokes too ;) https://www.youtube.com/c/SplatterCatGaming
Build 0.0135 - Fixed bug with warpgate timer not properly waiting for charge before jump. - Fixed Wormhole overwrite sector data bug causing game map errors and weirdness. - Fixed Market Distributor skill bug and how it modified sell prices on the market. - Fixed bookmarks bug with multiline text breaking save format in player_data.txt. - Fixed warpgate charge timer bug introduced in build 133. - Fixed hole in welcome center floor. - Adjusted save routine for docking with stations and structures. - Adjusted welcome center scripting to include access to new (what is astrox) document. - Adjusted a number of station markets throughout the campaign map. - Adjusted a number of station shipyards on the campaign map. - Adjusted the market price calculations for selling items, instock, out of stock, in demand and in supply. - Adjusted market price flux when selling items on station markets. - Adjusted fleet panel UI, removed physical commands panel button (too confusing). - Adjusted drag resize icons across all UI window to match for visual consistency. - Adjusted the NPC load ammo function for better performance. Checks for out of ammo every 5 seconds if empty. - Adjusted module ammo load functions for NPCs and Structure modules for improved performance. - Adjusted layout of the bookmarks panel to make consistent with other UI panels. - Adjusted faction bonuses for station shipyards when purchasing new ships. - Adjusted a dozen of the campaign station services. Activated hangar and markets. - Adjusted journal bookmarks code to properly format saved bookmark data when editing. - Added Screen resolution dropdown to title screen options. Adjusted options panel layout. - Added market modifier to price setting calculation for buy_item_modifier. - Added ability to view station buy prices when browsing markets (Marked yellow). - Added ability to detach and resize Merc overview panel from fleet panel UI. - Added new layout for Merc overview panel. - Added right click ability to access command panel for mercs on fleet panel UI. - Added new document to the documents folder. What is astrox, contains basic info and my email. - Added new indicator for Merc panel to show when they are out of ammo on any module that requires it. - Added new HUD text indicator for out of ammo mercs. - Added new option to player_options.txt file for small notifications OPTIONS_notify_box_size. 0 for small, 1 for normal. - Added ability to drag and resize the bookmarks panel. Allows for larger notes to be edited more easily.
0.0134 - Adjusted UI scale position for market history filter dropdown. - Adjusted gate layout position for sector 94 Sea of Sorrows on campaign map. - Adjusted station dock code for smoother performance and transition. - Adjusted map editor code for better performance when saving map data to file. - Adjusted keyboard zoom function for better usability and responsiveness. - Fixed bug with Player created stations not saving to map file correctly. - Fixed station bug with double creation on null object error. - Fixed bug with map editor not properly retaining the warpgate scripting data when exporting map. - Fixed Autodock with structure bug when upgrading to station from large energy gen. - Added gate passkey for Archtelli - Sea of Sorrows gate in sector 74. - Added gate passkey for Sea of Sorrows - Archtelli gate in sector 94. - Added gate passkey for Allabentoris - Archon gate in sector 108. - Added gate passkey for Archon - Allabentoris in sector 84. - Added gate passkey for Alias Outpost - Janijo Lexa in sector 12. - Added gate passkey for Janijo Lexa - Alias Outpost in sector 46. - Added gate passkey for Vindicati - Forges of Mintar in sector 103. - Added gate passkey for Forges of Mintar - Vindicati in sector 9. - Added gate passkey for Zellis - Pindell in sector 27. - Added gate passkey for Pindell - Zellis in sector 54. - Added scripting files for gate key purchases for all above gate additions. - Added ability for ESC key to close open windows before opening game options. - Added game option to player_options.txt file allowing for Left Click camera drag. - Added new structure layout for structure_gun_1.txt - Added new structure layout for structure_gun_platform_1.txt
Build 133: Markets, Stations and Defense
Devlog 101 covers a number of new additions and functionality that have been added in 132 and 133.
A new module type has been added to the game. The defensive module is an active module that will counter incoming ammo from a particular type of weapon. Each weapon type has a defensive module, and their are 3 levels for each type. When the defensive module is activated, it will look for incoming ammo based on the type of module it is. When ammo is detected, the module will fire , attempting to eliminate the incoming missiles or lasers before they strike your ship. There are no skills attached to the use of these modules, I may add these as needed in future updates.
I have also added a new station services panel UI. You can now launch, select, dock and recall drones when docked inside the station. There are new UI panels that will allow for better management of the drones and the fleet when docked at station.
Markets have got some more love. You can now view market charts that will show the transaction history for any item the station carries. These are not limited to the station you are docked at, as you can select from a dropdown any station that currently carries the item. This makes price comparisons and item locations easier to access.
Tons of little tweaks, and bugs fixes. Let me know if you run into any issues on 133. This one is a big update with lots of code changes.
Build 0.0133 - Fixed bug with station services option showing office positions incorrectly. - Fixed bug with ship editor adding bad data to cargo inventory tag. - Fixed a few spelling errors on the events database file. - Fixed a few spelling errors on the items database file. - Fixed a number of spelling errors on ship files and structure files. - Fixed bug in ship editor showing structure module slot component. - Fixed masking bug on sandbox mercs settings panel. - Fixed autotask mining bug not allowing merc to locate closest silo correctly. - Added skil requirements to the structure skill descriptions to match descriptions of other skills. - Adjusted UI bounds for fleet and drone list items on the fleet panel and station services panel. - Adjusted economic event generator for more consistent parameters that match other game parameters. - Added new ability for NPC heads to focus on you when interacting with actors in structures. - Added new Defensive modules to the game. These modules will shoot down incoming projectiles, lasers, missiles, beams and torpedoes. - Added new Defensive modules to station supply markets. - Added 3 types of Defensive module game models. 1 for each tier (5 per) for a total of 15 available modules. - Added defensive modules to NPC raiders and ships. - Added Major performance update with the addition of LOD components. - Added LOD component to all npc ships, hiding ship model when ship gets too far from camera. - Added LOD component to all ship modules, hiding modules when ship gets too far from camera. - Added LOD component to all structures, hiding structure when ship gets too far from camera. - Added market history to the market items display panel allowing you to view all transactions across the universe. - Added ability to filter market history, showing current station, another station, or all station market transaction data. - Added market data point mouse over tooltip showing additional information about market transaction.
0.0132b * Fixed merc transfer all button not re-triggering autotask. * Fixed drone list display masking for station services drone tab. * Hotfix for drone list display masking. - Fixed a few spelling errors on the events database file. - Fixed a few spelling errors on the items database file. - Fixed spelling on mouse over tooltip for construction platform item. - Fixed spelling errors on orbit message and bomber drone description. - Fixed display text bug on market mouse over panel for upgrade documents. - Fixed bug in findClosestSilo code failing to locate available silo for transport mercs. - Fixed flicker of merc list items when loading the station fleet list panel. - Fixed flicker of merc and drone list items on main command panel when loading. - Fixed bad npc cargo id (147) on recon_utility_2 npc ship. - Fixed cloak module skill requirement text on market place not showing properly. - Fixed bug when using upgrade documents at fabricator when fabricator skills trained to level 10. - Fixed bug in ship editor preventing the save of shield recharge and base level on old ship files. - Fixed torpedo aoe bug so that it no longer destroys other torpedoes from the same ship owner when detonated. - Fixed raider missile damage from orphaned raider missiles. - Fixed bug preventing chance for burglar drones to recover item from target cargo bay. - Fixed old target drone npc ship for campaign tutorial. - Fixed turret material color bug on spawned npc ships when tactical overlay is active during spawn. - Fixed skybox editor bug not loading new skybox values when opening after warp. - Fixed skybox editor alpha (power) channels for top and bottom ambient lighting. - Fixed map editor save for planet data. Now saves data properly in the correct format required. - Fixed bug causing station duplication when upgrading structure to player owned station. - Fixed lighting bug when warping between sectors not adjusting for proper light intensity correctly. - Fixed a few issues with a number of structure interiors. Missing scripts and Z fighting issues. - Fixed bug with shield and armor display text on fleet overview panel. - Fixed bug with payroll calculation for mercs based on level and ship modules available. - Fixed a number of duplicate item names in life support database file. - Adjusted map editing mode to remove all game UI. - Adjusted character limit for ship description in text editor from 255 to 750. - Adjusted map inputfields to grab extra parameters 8-12 for text display. - Adjusted ship editor 3dtool to update part rotations on ship. - Adjusted scroll display on station to expand and collapse when enough items are present to show scrollbars. - Adjusted radial button background to match UI color setting 3. - Adjusted missile launchers to remove missile from cargo 1 by 1 as the launcher cycles. - Adjusted burglar , leech and scan drone special mode stats in items database. - Adjusted journal notes text input cursor for better visibility with any UI scale. - Adjusted faction tax and market discount to prevent reducing market item prices into negative numbers. - Adjusted and updated a number of UI elements and images. - Adjusted sandbox generator color picker for better variation on sector color selection. - Adjusted sandbox skybox generator to include additional 6 background texture clouds for nebula creation. - Adjusted sandbox generator to depreciate the use of fog highlight coloration parameter. - Added rotation to the 3D widget for the map editor and ship editor. - Added middle button camera drag for map editing mode. - Added radial right click menu to Stations, Warpgates and Structures for consistency (Unlock and Camera Focus). - Added cargo meter to fleet list objects on the fleet panel to show merc's current cargo capacity status. - Added option to player_options.txt file that allows you to lock station buttons in place, regardless of available services. - Added Station Button lock option to the extras options panel. This will show disabled services keeping buttons in same place. - Added Tactical Overlay Override to the extras options panel. This will prevent color and texture change on tactical sensors. - Added image icon to cargo transfer panel for better identification of who's cargo you are accessing. - Added cargo capacity progress bar to the transfer cargo panel for crates, npcs and structure lockboxes. - Added ability to launch drones when via cargo panel when docked at a station. - Added ability to right click drones in cargo bay to launch them from your ship. - Added ability to scale fog props using additional parameter on sector map files. - Added Technical Specs document for fabrication of construction platforms to the spec_database file. - Added Salvage Autotask for salvage capable mercs. Any merc with salvage modules if flagged as capable. - Added Salvage Autotask buttons to ship right click radial menu, and fleet panel command box. - Added message box warning when trying to drag red cargo from merc cargo bay when mec loyalty is too low. - Added option to prevent mouse wheel from zooming the camera all the way in to the pilot view. - Added double click targeting / autopilot functionality to the targeting list objects. - Added cycling icons for each autotask on the command bar for mercs on the fleet panel list. - Added flashing police lights to law enforcement. They flash when attacking, stop flashing when on patrol. - Added new campaign galaxy map layout for easier navigation and readability. - Added new campaign map warpgate links that connect to adjacent faction sectors. - Added new sector map designs for a large number of sectors that need some love. more to come.