Astrox Imperium cover
Astrox Imperium screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Astrox Imperium

Build 117: Merc flights and Fleet loves.

I spent some time fixing up the merc AI flight functions. There were a number of issues that needed to be addressed with the way the mercs were responding to commands, and thinking for themselves when autotasking. After lots of hairpulling and a few self induced bald spots, the mercs are now performing much better.

The main thing that was addressed, was the requirement to manually target with the mercs. This is no longer the case. Neutral mercs will now assume your target, and fire without you having to command them each time. This does not apply to the patrol autotask, as mercs will automatically find there targets on their own. This adjustment will specifically effect what the merc targets when NOT using autotask.

The new formation system will keep your mercs closer and more oriented to the formation settings you have applied. This will keep your mercs closer, and less likely to get lost when zipping around the sectors. As long as the merc isn't too far away from the ship formation, they will adjust their AI to maintain the formation even when you are using afterburners. Adjusting the game speed will no longer cause the mercs to behave erratically, and will maintain the same calculations and conditions regardless of ship speed or gamespeed.

After many hours of testing, the mercs now look to be behaving as intended, be sure to report any issues. I also spent some time adjusting the fleet panel, and pilot fleet panel. The addition of the select all mercs, and easier to read icons have altered the fleet panel layout.

I have also added a video player that will soon be used for tutorial video additions as will as storyline elements that deliver video clues and such for missions. You can stream external mp4 or avi videos. just paste the url into the video url box and you should be good to go. currently, test access to the new video player is accessible in the options panel / extras.

Build 0.0117
- Fixed popup for valuable demand in station market.
- Fixed market buy qty display when warping from out of stock items.
- Fixed issue with random scan mission generating player owned stations.
- Fixed bad loot id causing zombie raider when npc raiders dies.
- Fixed tactical in station when docking while autodocking when looking at map.
- Fixed spelling error on galaxy mouseover data panel.
- Fixed spelling errors in main events generator database.
- Fixed spelling and duplication errors in professions database.
- Fixed merc jump to formation when switching tactics after formation lock.
- Fixed defense drone bug targeting ammo from your own ship.
- Adjusted escort mission mercs to leave fleet when mission is aborted.
- Adjusted merc formation physics for tighter flight.
- Adjusted merc formation lock system with dynamic velocity formation break.
- Adjusted fleet panel UI and payroll data.
- Adjusted merc Income and Payroll data to the pilot feet panel.
- Adjusted mercs to fire on ship target in when in neutral tactical stance.
- Adjusted merc formation AI and distance parameters.
- Adjusted merc combat AI routines.
- Adjusted merc formation rotation calculations when attacking in unlocked formation.
- Adjusted torpedo thrust base speed and rotation calculations.
- Adjusted torpedo lifetime self destruction timer.
- Added new gui icons for fleet select all, merc select all, and formation lock.
- Added residual payment info to the pilot fleet panel.
- Added video panel for use future with tutorials and storyline quests.
- Added video streaming of mp4 videos from url.
- Added video player access button to options extras.
- Added SHIP_base_level and SHIP_skill_level variables to the ship editor panel.
- Added new function button on fleet panel to select all mercs.
- Added structure building requirements to Structure panel list and details box.
- Added orbit tutorial to trade station in void starcross campaign map.
- Added ship orbit tutorial document that is gifted after tutorial completion.

Build 116: Player Stations and Merc Managers

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In this video, I discuss the new features found in the station offices. You can now retire a mercenary into an office management position. By doing this, it will unlock the station service that the office is linked to. This will allow you to unlock all the services in any station that has office access.

Once a merc is moved into a management position, they will no longer be counted as part of your fleet. The will reside at the station in their new position, and will general residual income for you. The amount of income they generate will be based on their loyalty rating when they were installed into the station management position.

A merc must meet the level requirements, and you will have to pay their training fee up front. There are no restrictions on faction, loyalty, or type of merc for these manager positions.

I have also revamped the structure requirements, and costs as well as adding the new Station Construction Platform. This structure will convert a Large Energy Generator into a Station. Once the station has completed construction, you will need to manually unlock the services you want that station to carry by installing mercs into the management positions of those services.

I have also made a change to the fabricator functionality. When an item is manufactured in the fabricator, if the market doesn't carry that item, it will add the item to the market inventory list, allowing the economic events to supply that item in the future. This will allow players to force markets to carry items they did not normally carry.

Build 0.0116
- Fixed issue when trying to undock from station while activating ship at the same time.
- Fixed issue with taking damage and dying wjile warping. (black screen bug).
- Adjusted skybox horizon to better blend dual color skybox volumetric fog.
- Adjusted mapload code to prevent hang if attempting to load a bad structure file from modded sectors.
- Adjusted layout, texture buffer, lighting, scaling and masking for shipyard camera.
- Adjusted missile max life span timer. Reduced to 10 seconds of flight time.
- Adjusted market pricing for selling items and special items.
- Adjusted station market demand item prices to show live economy prices with bonus.
- Adjusted all structure prices and construction requirements.
- Adjusted merc formations, formation lock, and formation flight ai.
- Adjusted new campaign scene lighting and skybox.
- Added new Devlog panel on the title screen to include more info and larger text.
- Added market popup message when selling in demand items, to match special and unwanted items messages.
- Added faces and accessories to the npcs at the station offices.
- Added new game option to enable and disable controller inputs via player_options.txt. (OPTIONS_enable_controller_inputs)
- Added new layout system for station offices panel to allow for proper scaling with alt resolutions.
- Added new panel for station services on station offices panel.
- Added new service_manager_database.txt file to contain all station services data.
- Added 8 new images into MOD/objects for all station services buildings.
- Added ability to install Mercs into station positions to open up unavailable services.
- Added confirm message box to station service manager confirmation.
- Added residual_credits var to player_data.txt file for save game storage.
- Added creation of station office when merc is assigned as service manager.
- Added script for interaction with service manager mercs.
- Added new structure (Station Platform) that will allow you to upgrade to a station.
- Added function where fabricator will add item to market inventory list for economic restock.
- Added simple notification for station office window when no offices are currently available.

Build 115: Faces, Orbits and Raiders

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Devlog 89 covers the new addition of the orbiting control mechanics. You can now control the direction that the ship will orbit the target. You can also control the angle that the ship will point when orbiting. This will allow you to position your ship during orbit to maximize turret coverage. The speed and distance of the orbit can also be controlled, and all of the adjustments can be found on the Autopilot Panel.

When the ship reaches orbit distance, if you begin to shift right or left, base on the ship angle you select. This will allow you to shift between strafing or broadside orbits.

I have also replaced all of the faces for the avatars, and all of the accessories as well. I have also created a new branch of the avatar faces for raiders.

I fixed a number of bugs in 115. These include the sliding ship out of warp bug, and the salvage bug. The holding of the action key while warping, and a number of other small fixes. Fixed a bug dealing with the ship editor and the rotation of a part being reset improperly.

I made a number of changes and adjustments to the sandbox. The scaling issue should finally be resolved. I have made some tweaks in the market generation code to better spread the station markets a bit better. They will also generate a larger number of items by default.

Build 0.0115
- Fixed center placement of salvage object mesh to prevent bad module lock.
- Fixed action key bug causing multiple commands when key held down.
- Fixed bug causing black screen when clearing warpgate target you are jumping thru.
- Fixed bug causing black screen when clearing all targets while warping.
- Fixed sandbox panel scaling with custom resolution settings.
- Fixed death panel reload save game, map toggle bug.
- Fixed default newship file to include base level var.
- Fixed sandbox panel alignment scaling with widescreen monitors.
- Fixed ship editor rotation of x axis when dragging 3d move widget.
- Fixed officer spawn table max count bug.
- Fixed drifting ship bug after warp caused by bad pathfinding reset.
- Replaced all ugly NPC faces with less ugly ones.
- Replaced old loading icon with Astrox Imperium logo and progress bar.
- Replaced all ugly accessories with less ugly new ones.
- Adjusted tactical turret range lines to fade when closer than 600 meters from the ship.
- Adjusted tactical mobility radius to grab live data from module instead of base values.
- Adjusted black UI color option to match default UI color.
- Adjusted tactical sensors refresh to reduce flicker of mobility lines.
- Adjusted sandbox sector value to have more of an effect on station market levels.
- Adjusted sandbox market generation for stations.
- Adjusted sandbox uiscale factor to use title screen function and settings.
- Adjusted modtools station editor to prep for folder selection.
- Adjusted the raider spawn code to allow for dynamic raider table mods.
- Adjusted market sell price calculation for special items. Credit bonus and notification.
- Added new raider damage buff based on raider spawn level.
- Added option UI colors from game config to sandbox and modtools scenes.
- Added fading to the screenshot wallpaper slideshow on title , modtools, and sandbox panels.
- Added orbit angle to orbit system and Autopilot UI panel.
- Added orbit speed to orbit system and Autopilot UI panel.
- Added orbit vertical leveling of the Y axis with orbit target.
- Added ability to change the pilots face and accessory by clicking pilot face in pilot panel.
- Added ability to create custom ship classes and operation skills for them.
- Added loading panel to all scene transitions from the title screen.
- Added loading panel to new campaign and new sandbox transitions to main scene.
- Added modtools feature that allows you to edit savegame station data for each pilot.
- Added 6 new raider faces for the dialog panel interactions.

Build 114: Orbits and Tactical lines.

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Devlog 88 covers build 114 and the newest features that have been added since Feb 25th.

The new tactical turrets range and mobility lines can now been seen when using the Tactical Sensors mode. The red lines will show the direction of the module when actively tracking a target. The yellow 'pie slice' lines will show the mobility and the range of each module installed. You can toggle this feature using the Tactical Sensors filter at the top of the hud. You can also highlight each range indicator by using the mouse over on the module buttons at the bottom of the hud.

I have added 3 new active events to the game. The Resource event will spawn a cluster of moving resources in specific sector. The Mining event will spawn valuable resources, and a handful of faction miners to eat the up. The Faction Mining event will require you act fast once arriving to the sector before the mining ships eat them all up.

The Salvage event also spawns a cluster of moving junk. Valuable salvage can be recovered from this event. All of these event spawn moving resources, and will require some movement to keep up. I will be adding some extra visual spice to these events in 115.

I made a number of tweaks to the mission payment calculations, that now include the actual number of jumps from A to B in the payment system. The more jumps, the more pay.

Fixed a few issues with the sandbox market generation, so that should be working properly and as intended. Fixed a bunch of small bugs as usual, but hopefully squashed the zombie raider bug once and for all. Thanks to justaname for the help! Let me know if you run into any issues with either of these fixes.

Build 0.0114
- Fixed spelling error in pirate_frigate_3 file.
- Fixed base armor stat on recon carrier, and npc recon carrier.
- Fixed generateSpecialItem script to prevent bad index when existing specials are null.
- Fixed bug when generating special item attribute cycle rate.
- Fixed Civil Housing Facility station type supply and demand duplicates.
- Fixed ammo cycle and preload functions to prevent ghost ammo bug.
- Fixed tactical refresh on npc dock and undock when tactical is open.
- Fixed titan modslots count to match 12 of display stats.
- Fixed tactical turrets toggle option in tactical sensors view.
- Fixed split drag error on single item drag to market.
- Fixed engine glow showing in pilot view with rotate camera.
- Fixed title screen UI scaling options to carry over to new campaign save game options.
- Fixed spamming of ecm messages when in galaxy view with tactical on.
- Fixed bad index bug in special item generator (possible zombie raider bug fix).
- Adjusted Dialog box to prevent repositioning when left open.
- Adjusted NPC AI task timer routine.
- Adjusted NPC docking to reset NPC cargo stats and resource inventory items.
- Adjusted non merc NPC AI to use closest station when docking to drop off ore.
- Adjusted mission generator to prevent special items from being requested for missions.
- Adjusted a few debris props and textures.
- Adjusted station details to include station level.
- Adjusted station details to prevent overlapping text wrap.
- Adjusted sandbox market generation script for better market item distribution.
- Adjusted ship ecm resistance calculations and alert system.
- Adjusted the Autopilot panel UI btns and display code.
- Adjusted max ship target distance option from 1k to 2k.
- Adjusted mission pay calculations to include new jump count system.
- Adjusted line weight of all ship tactical sensors to scale dynamically.
- Adjusted ship flight AI to incorporate new orbit system.
- Added WORLD_OPTIONS for non sandbox raider difficulty modifiers.
- Added new faction mining event to active event system.
- Added new faction mining event to event database file.
- Added new resource event to active event system.
- Added new resource event to event database file.
- Added new salvage event to active event system.
- Added new salvage event to event database file.
- Added default faction colors to all npc engine trails.
- Added all salvage items to tactical sensors overlay.
- Added ship auto orbit target code to ship navigation ai.
- Added auto orbit toggle button the the autopilot panel.
- Added random orbit direction to auto orbit activation.
- Added ecm Target Jamming timer to ECM warning display.
- Added new tactical turret data to sensors mode, showing range and mobility.

Build 113-111: Faction battles, events, and skillpoints.

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Devlog video 87 covers a number of new features and adjustments in builds 112 and 113. Lots of tweaks and adjustments to the NPC AI and the way they determine their tasks. I have also added a few database items and revamped a few descriptions.

Skill book items have been added to the game. You can find these very special items from high level raider drops. These items, when used, will add skill points onto your pilot account. There are 3 types of skill point books. The Basic, Advanced, and Elite skill book manuals will provide 2,5,and 10 skill points when used outside of a station.

I have added new faction coloration to the faction file. These colors will not show in exisiting savegames unless you manually replace the faction file in your save with the default one. This will reset your faction ratings, so you might just want to open the faction file and replace your rating manually.

Each ship icon will now display the type of ship it is. The applies to all ships in the game (except your own). This will allow you to use the tactical sensors view to asses the ships in the sector at a glance.

I have added over 20 new interactions with NPCs these past few builds, the newest batch being the ability to obtain special missions from NPCs with whom you have high faction standing. These missions will reward a high number of skill points in leu of credits.

You now have the ability to toggle modules using hotkeys. 1-10 and alt 1-10 for a max of 20 hotkey toggles. These cannot be changed atm.

Build 0.0113a
- Hotfix for bad SECTOR event causing load error.

Build 0.0113
- Fixed bug with modded ships and bad paths causing blackscreen.
- Fixed generateSpecialItem index out of range error.
- Fixed a few spelling errors on mission text.
- Fixed bug with structure timer and skills not calculating properly.
- Fixed bug causing new structures to save as dead structures.
- Fixed bug causing construction platform to vanish during upgrade.
- Fixed sandbox station level calculation bug.
- Fixed gametimer bug causing improper structure upgrade calculations.
- Fixed ammo destruction timer bug preventing max range on some turrets.
- Fixed law enforcment targeting bug on hostile npc ships toward player.
- Fixed bug when pilot view is active and switching to camera lock.
- Fixed range issue with a few modules not calculating despawning of projectiles.
- Fixed bug with camera follow and while switching tactical
- Adjusted ship model to no longer render to camera while in pilot view.
- Adjusted missile AI for better connection with target when closing distance.
- Adjusted npc ship AI to use faction battles.
- Adjusted npc ship pathfinding AI for better performance.
- Adjusted sandbox station generation code for better progression thru sandbox stations.
- Adjusted title screen from 3d scene to in game screenshots slideshow.
- Adjusted pilot continue panel UI and text level display.
- Adjusted all campaign sector files to include event_type data for all newgames.
- Adjusted sandbox sector files generation to include event_type data for all newgames.
- Added color information to the faction_database.txt file (new games).
- Added Db item error checking on generateSpecialItem script.
- Added 4 new missions that reward more skill points than credits.
- Added 4 new npc interactions for good standing npcs that spawn sp missions.
- Added skillbooks to the usable items script. adds SP to the pilot when used.
- Added 3 new usable Skillbook items to the database.
- Added new skillbook items to raider loot drop table.
- Added active event system to sector files using the background event generator.
- Added new faction war active event that spawns npc faction battles.
- Added active event timer to the sector event data in the sector files.
- Added war npcs that target player ships if faction matches war target.
- Added new physics layer for war npc ships and their ammo.
- Added unique icons for all ship classes in the tactical overlay.
- Added faction coloration to the tactical overlay. (reqs updated faction file).
- Added faction information to the NPC merc panel.

0.0112a
*Hotfix for bad skill level req for all ships.

0.0112
- Fixed market item duplication bug when rapid double clicking sort icons.
- Fixed market sort code conflicting with active refinery or fabricator coroutines.
- Fixed market sort code conflicting with active save game coroutine.
- Fixed negative cycle rate buff adjustments to all modules.
- Fixed negative energy usage buff adjustments to all modules.
- Fixed bad event data in economic restock event.
- Fixed storage item count display bug not showing items and lockers.
- Fixed drone out of range indicator bug when docking.
- Fixed bug allowing your ship to briefly move when game is paused.
- Fixed bug allowing npcs ships and mercs to briefly move when game is paused.
- Fixed bug allowing station cars to move when game is paused.
- Fixed merc bug preventing aggressive stance when click targeting with alt.
- Fixed friendly fire bug with mercs when targeting structures.
- Fixed merc formation lock bug causing merc to jump to formation position.
- Fixed bug allowing sector traffic to move when game is paused.
- Fixed crate drop from ship not showing in tactical when tactical active.
- Fixed a few bad stat caluclations on the shipyard comparision stats display.
- Fixed storage lag bug when dragging large qty to locker.
- Adjusted all 10 Tractor Beam stats and values.
- Adjusted market list and inventory code for better performance.
- Adjusted event file to include level caps in event_value_3 for ADJUST_HANGAR events.
- Adjusted a number of component prices and stats in the items database.
- Adjusted the refinery code that handles the breakdown of modules into components.
- Adjusted all salvager modules stats for more balanced income vs mining.
- Adjusted salvage beam particle effect and color.
- Adjusted activate ship code to apply additional armor points based on bonuses.
- Adjusted activate ship code to apply armor repairs and fees prior to ship swap.
- Adjusted sandbox generator for mission events in sandbox games.
- Adjusted inventory code for refinery and fabricator and storage improved speed.
- Adjusted base storage space modifier for station storage lease space bonus.
- Added autoload ammo for all modules when ship is loaded or module is installed.
- Added new descriptions to the tractor beams.
- Added ship level stat to all player ships.
- Added new event system to generate ships in station shipyard hangar.
- Added HOTKEY toggles for all modules buttons. (1-10) and ALT(11-20).
- Added newer and missing larger ships to campaign station shipyard hangars.
- Added new button on cargo storage bar to transfer all cargo to storage.
- Added ability for all salvager modules to recover items, modules, and specials.

Build 110 + 109 : Lockers and Lookers

[previewyoutube="OTAzeB6IgGc;full"]

This video covers the updates from build 109 and build 110. The video is a bit longer than normal, but it does have a bunch of new features and mechanics that have been recently implemented.

The new addition of storage lockers now make it possible to manually sort and store your items however you see fit. You can add , edit, and remove storage lockers, and they are provide free of cost. You can nest the lockers 5 deep. Removing a full locker will move all the items to the parent locker before clearing the locker itself.

I have added 4 new missions to the database that are distributed by neutral NPC pilots. To get one of these missions, you will need to chat with the local pilots of a sector in hopes of triggering 1 of the 4 new dialogs that spawn each mission. These first 4 missions are Harvest, Delivery, Transport, and Kill. More to come in the future.

I have also revamped the refinery and fabricator mechanics that control how items are processed. This new system now used batches. This will allow for a max of 51 items to be processed per cycle. Each skill level of the appropriate skill will boost the number of items processed per cycle by 5.

I have also added the ability to swivel the camera around using right click when in camera lock mode, or pilot mode. this will allow you to look around like you head is on a swivel.

Happy New Year to everyone, stay safe and stay tuned. 2021 will be a great year for Astrox!

Visit the Official Website.
http://AstroxImperium.com

BUILD 0.0110
- Fixed spelling errors on sandbox panel option descriptions.
- Fixed specials raw variable in new ship file for ship editor.
- Fixed shadow flickering on ship when over 10k from map center.
- Fixed camera focus on station tram when clicking it.
- Fixed crate special item spawn bug causing default item to generate.
- Fixed tutorial mission text for sandbox mode.
- Fixed a few small mission spelling errors and typos.
- Fixed cargo storage scrollview overlap on storage expand button.
- Adjusted the special items database max count by 500.
- Adjusted a few map props for campaign mode.
- Adjusted a number of campaign map skyboxes.
- Adjusted the sandbox generator for market spec documents.
- Adjusted star color load routine on mapload function.
- Adjusted wormhole recharge timer and notification when unscanned.
- Adjusted mission box to display regardless of stats panel state.
- Adjusted tutorial scripting to chain together without office.
- Adjusted new campaign cinematic introduction.
- Added color green highlight to the map filtering options.
- Added ability to sort items in station storage into lockers.
- Added ability to add new locker on station storage.
- Added ability to edit locker name in station storage.
- Added ability to remove lockers from the station storage.
- Added autotext selection when opening add-edit locker panel.
- Added 5 locker nesting limit to the storage bay.
- Added structure demolition will persist after savegame.
- Added structure demolition stats to player stats.
- Added new system for damage UI Hud display that stacks values.
- Added camera lock toggle button to the bottom slide-in bar.
- Added RMB mouse camera look around in pilot mode.
- Added RMB mouse camera look around in camera lock mode.
- Added new npc dialogs to random neutral interactions.
- Added new npc dialogs to prompt random missions for neutral npcs.
- Added 4 new basic npc missions to the mission database.

0.0109
- Fixed station bot AI to prevent ship being knocked around by bot.
- Fixed cursor bug when bandbox targeting while holding control key.
- Fixed ship steering bug when bandbox targeting while holding control key.
- Fixed pilot view camera focus when docking at stations.
- Fixed Shield Recharge rate value on ship stats panel.
- Fixed merc ECM bug targeting player ship.
- Fixed light flare bug on a few of prop objects.
- Fixed a number of spelling errors and typos. welcome videos also.
- Fixed GPS bug allowing warpgate paths thru unexplored sectors.
- Fixed GPS bug allowing activation of GPS when gps error has occured.
- Fixed tactical overlay bug when using the M hotkey with galaxy map.
- Fixed market economy exploit using market button spamming.
- Fixed mouse steering bug while selecting target menu option.
- Adjusted garage camera scrolling to match normal camera scrolling.
- Adjusted tactical toggle sound triggers to reduce overlapping sfx.
- Adjusted Journal station data to hide suplly and demand info if station has no market.
- Adjusted Ship Alt key steering dampening when steering up and down with keyboard.
- Adjusted lock behind camera option to be ignored inside station.
- Adjusted zoom distance max limit when lock behind camera option is on.
- Adjusted pilot mode cursor to change only when steering.
- Adjusted engine pitch sound fx code for improved dynamic pitch range.
- Adjusted dialog box when interacting with npcs while not in structure.
- Adjusted bloom threshold settings for galaxy and interior settings.
- Adjusted market loading and refresh code for reduced memory usage.
- Adjusted raider spawn code and added world options file if no sandbox present.
- Adjusted auto targeting code to target closest object by default.
- Adjusted all main ship stats, including active module count and specials.
- Adjusted refinery processing code and base timer rates.
- Adjusted fabricator processing code and base timer rates.
- Adjusted ship panel shield recharge stats to display in percentage value.
- Adjusted log file coloring on fabricator and refinery panels.
- Added alert warning sound when failing jumpdrive warp.
- Added Active module scrap to the refinery for random components based on level.
- Added Passive module scrap to the refinery for random components based on level.
- Added various exposed ship variables into the ship editor stats panel.
- Added Ship Specials database file to objects folder.
- Added Ship Specials interface into Ship Editor Stats panel.
- Added Ability to add, edit, delete specials in Ship Editor.
- Added ship texture and color updates to the Ship Editor.
- Added batch processing ability to refinery.
- Added batch processing ability to fabricator.
- Added log file and log file display for fabricator panel.
- Added new base ship textures for alpha faction ships.
- Added new base ship textures for law faction ships.
- Added updated ship parts icons to the ship editor in modtools.
- Added out of range notification to the active scanner module.
- Added chat timer scripting to all NPC base interactions.
- Added new scripting for friendly npcs.
- Added new scripting for neutral npcs.
- Added new scripting for hostile npcs.
- Added new scripting for law enforcement npcs.
- Added new scripting for raider npcs.
- Added GPS error notification for unexplored sectors in route.
- Added new ship textures for Aurora Corp manufactured ships.
- Added new ship textures for Gem manufactured ships.
- Added SHIP_base_shield_recharge variable added to all ship files.

Build 108 : Wormhole Warpgates

[previewyoutube="u_5fiq4hxkw;full"]

In DevLog 85, I cover the a few bug fixes for build 108. The main addition of 108 being the new Warpgate Generator structure. This new buildable structure will allow you to stabilize a wormhole, and convert it into a normal functioning warpgate.

You will need to deploy a construction platform first. Once it is complete, you will need to dock inside and begin the transfer of the required materials to upgrade the structure. This process will require a number of upgrades to unlock the Warpgate Generator. Once completed, the Warpgate Generator will provide permanent power to the wormhole with a direct power cable.

Once the wormhole is converted into a gate, the wormhole is considered stabilized, and will no longer require energy to 'charge up' the ability to jump through the wormhole.

If the structure is destroyed, the wormhole will revert back into a normal wormhole, with all the original requirements and mechanics.

BUILD 0.0108
- Fixed market log bug causing black screen when undocking.
- Fixed null reference bug in sort distance function.
- Fixed Life support timer bug.
- Fixed fleet tutorial bug from biomate station.
- Fixed sandbox wormhole raider explosion bug.
- Fixed scaled cloaking fx bug for ecm cloak device.
- Fixed a few spelling errors.
- Fixed command bug when docking drones that are already docked.
- Fixed structure bug preventing material upgrades of some structures.
- Fixed bug preventing structure deploy with old saved game files.
- Fixed structure ID numbers on all buildable structure files.
- Fixed structure script id bug causing bad office button display.
- Adjusted special item drop frequency in special_items.txt file.
- Adjusted npc targeting ai to prevent non faction related attacks.
- Adjusted (ModTools) UI ,font and button placements.
- Adjusted all structure cargo capacity.
- Added (ModTools Scripting) remaining descriptions to scripting editor commands.
- Added (ModTools Item Editor) New Item editor UI list for all game items.
- Added (ModTools Item Editor) New edit item stats panel.
- Added (ModTools Item Editor) Input field toggle for null reference values.
- Added (ModTools Item Editor) Drag window ability to edit stats panel.
- Added Warpgate Generator to the buildable structures database.
- Added Wormhole to Warpgate conversion for Warpgate Generator structures.
- Added collision detection on space debris props.

I did manage to create a new trailer for Astrox Imperium...Hope you enjoy it.
[previewyoutube="sQIaW_6cFzg;full"]

Happy Thanksgiving everyone!!! We all have so much to be grateful for... don't take these moments for granted. See ya in 10 days or so!

Build 107: Automation Station

[previewyoutube="mlKbjbOZgiQ;full"]

In this video , I cover the new additions of the Autocrate and Autoscan tasks for the recon mercs, and the pirate mercs. I also cover a few bug fixes, and a number of tweaks to the graphical shaders. There have been a number of new sound effects added to the stations, and I will continue adding a few new sounds over these next few updates.

The Autocrate function for the pirate mercs will send the merc out on his own to collect any derelict crates that are floating around the current sector. Once the merc has located a crate, they will collect the contents of the crate, and haul it back to the fleet formation. From there, you can manually remove the contents of the crate, and the merc will continue collecting crates until no crates remain in the sector. Once all the crates have been collected, the merc will disable the autotask, and return to the fleet formation.
The Autoscan function is available on the recon mercenaries. When activated, the merc will look around the current sector for any unscanned structure, station or warpgate. Once an unscanned target has been found, the merc will travel to that target and autoscan it. This will added the target item into the targeting panel as a prescanned object. Once all of the unscanned objects in the sector have been added to the targeting panel, the merc will return to the fleet formation, and disable the autoscan.
I have added a number of sound effects to the stations. Docking and Undocking now have sound triggers. The refinery and fabricator also have new sounds when activating these services. I have added sounds to the shipyard, life support panel, and a few other UI elements. I have also added a mute button for the alarm sound on the life support warning panel.

There have been a number of tweaks and adjustments to all flight AI code for all ships. This will help to smooth out the warpgate transitions and station docking. Merc formation code and flight AI has also been improved.

I have added the ability to sort the targetinglist based on distance, type, damage, and name. You can also view the stats of deactivated mercs, as well as their cargo bay even when they are too far away to transfer the cargo.
Visit the Official Website.
http://AstroxImperium.com
Buy Astrox Imperium! (3 times, cause Tesla would)
https://store.steampowered.com/app/954870/Astrox_Imperium/
https://www.gog.com/game/astrox_imperium

BUILD 0.0107
- Updated Unity project to 2020.1.8f1.
- Fixed mouse wheel click target focus when in pilot mode.
- Fixed drone bug causing extra drones to be removed from cargo.
- Fixed autopilot ship target on station undock.
- Fixed sandbox HSE mode wormhole gate lock bug.
- Fixed targeting bug with aggressive stance AI.
- Fixed autotask targeting bug with aggressive stance AI.
- Fixed null miner ammo bug returning null reference exception.
- Fixed default collision layer for npc ships.
- Fixed slider for emission brightness in custom garage options.
- Fixed bad texture scaling on mountain_prop_2.
- Fixed bad raider level bug causing error on raider background events.
- Fixed mission cargo bug causing error when partial qty is collected.
- Fixed storage cargo refresh bug when drag installing life support items.
- Fixed multiple clicking on death penalty option bug.
- Fixed circle cursor bug when exiting to title screen.
- Fixed alarm bug for lifesupport sounding after death.
- Adjusted drone ai code for optimization when docked with ship.
- Adjusted structure ai code for optimization when detecting aoe collisions.
- Adjusted base wormhole gate recharge time for faster charging.
- Adjusted Blargs Ammo Emporium station services and market items.
- Adjusted base ship recharge code and increased core recharge rate.
- Adjusted the structure_builds.txt for structure construction dependencies.
- Adjusted camera zoom controller to prevent zooming to close to mercs.
- Adjusted AI code for merc auto patrol and combat.
- Adjusted merc formation gravity code to prevent overspeed of mercs.
- Adjusted NPC ship targeting AI for better random selection of targets.
- Adjusted ship steering conditions when steering with autopilot on.
- Adjusted bloom threshold and intensity in options control.
- Adjusted ambient lighting controls for all stations and structures.
- Adjusted ship AI flight controls when approaching warpgate.
- Adjusted code for smooth module position reset.
- Adjusted miner modules to only harvest current target of module.
- Adjusted engine pitch control code for engine sound fx.
- Updated campaign Beacon Spita sector and station 36.
- Updated campaign Dogstar Prime sector and station 40.
- Updated campaign Jonijo Lexa sector 46.
- Updated campaign Kilotorish sector 50.
- Updated campaign Heliojen sector 53.
- Updated structure effects code for better performance.
- Added new Sound FX for shipyard activation.
- Added new sound FX for refinery activation and deactivation.
- Added new sound FX for fabricator activation and deactivation.
- Added new sound FX for new mission.
- Added new sound FX for mission completion.
- Added UI sound FX to various buttons and panels in the station.
- Added sound FX for life support item install and uninstall.
- Added sound FX for docking and undocking.
- Added alarm sound fx toggle icon to life support warning panel.
- Added new tactical UI grid.
- Added HIDE command to scripting engine for dialog box.
- Added small storage unit buildable structure.
- Added small office buildable structure.
- Added machine platform buildable structure.
- Added habitat buildable structure.
- Added large energy generator buildable structure.
- Added ability to sort Target list by Distance, Damage, Class, and Name.
- Added improved tooltip for sort button mouseover on targeting panel.
- Added Autotask details for tactical hud on mercs.
- Added new autotask (Scanning) for all Recon mercs.
- Added camera focus button to active merc overview panel.
- Added cargo button to active merc overview panel.
- Added autotask toggle buttons to the active merc overview panel.
- Added new autotask (Crate Looting) for all Pirate mercs.
- Added ability to view merc cargo when out of transfer range.
- Added ability to view merc stats when deactivated in fleet panel.
- Added autotask indicators to merc stats in fleet panel.
- Added construction materials to various campaign stations.
- Added construction materials BPs to various campaign stations.

Build 106 : Sound FX of the Season.

[previewyoutube="TyDktws6Tf0;full"]

In this video, I discuss the addition of the new sound fx that have been added in build 106. Some of the sounds are 3d sounds that are attached to various game objects. This provides much more ambience to the Astrox universe.

I have added new sounds for all the engines. There are currently10 engine types in the game. Each engine has a unique sound. The engine sounds are adjusted based on the current ship's thrust. This will tweak the sound of the engines base on how much power is being supplied to them.

All the modules in the game now have a sound effect attached to them. Gone are the days of the same sound for every weapon. I have also added a number of UI sound effects, and I still have a dozen or so more to create. Installing and uninstalling modules now have a sound effect, and soon, nearly all station services will have unique sounds associated with the action being performed.

I addressed a number of bugs I let loose in the last 2 builds with the implementation of the new double-click autopilot option. Everything should be working nicely now. (let me know of any problems).

BUILD 0.0106
- Fixed unlock target button with Autopilot target bug.
- Fixed unlock all targets button with Autopilot target bug.
- Fixed module take damage modifier bug.
- Fixed null reference bug on miner ammo collision.
- Fixed null reference bug on bandbox selection of targets.
- Fixed bug preventing correct frequency of special item drops.
- Fixed bug with autopilot doubleclick option on raw object mesh.
- Fixed ship pathfinding bug with bookmarked locations.
- Fixed ship slow distance bug with failed pathfinding raycasts.
- Fixed station bot ai. they weld again.
- Fixed text display for max targets on passive module stats.
- Fixed manual flight control bug caused by new autopilot option.
- Adjusted frequency of special item drops in special_items table.
- Adjusted Raider AI to ignore level 1 players, unless attacked.
- Adjusted new miner beam fx alignment.
- Adjusted new beam weapon fx alignment.
- Adjusted warp gate exit ship speed to reduce nav looping.
- Adjusted engine code for more efficient audio looping.
- Added module durability deductions based on take_damage_modifier.
- Added sound code to all ecm module objects.
- Added new notification for unlock of autopilot target.
- Added 5 unique sound fx for gun modules.
- Added 5 unique sound fx for beam weapon modules.
- Added 5 unique sound fx for laser modules.
- Added 5 unique sound fx for ecm modules.
- Added 5 unique sound fx for miner modules.
- Added 5 unique sound fx for salvager modules.
- Added 5 unique sound fx for launcher modules.
- Added 1 unique sound fx for torpedo modules.
- Added 3 unique sound fx for tractor modules.
- Added new overlapping sound for gui sound fx.
- Added module installation sound fx.
- Added module uninstallation sound fx.
- Added module repair sound fx.
- Added armor repair sound fx.
- Added 10 unique engine sound fx for all 10 engine models.
- Added dynamic engine volume based on ship thrust.
- Added dynamic engine pitch modulation based on ship thrust.
- Added 3 new station interior ambient sounds.
- Added new 3D soundscape components for all station interior objects.
- Added 5 new station exterior ambient sounds.
- Added station interior sound volume controller for galaxy map.
- Added alarm sound effect for life support system warning.

Build 105-104: FX upgrade for ships.

[previewyoutube="SNNw90xP9Dg;full"]

In this video, I cover the new visual effects for the modules, the ammo and explosions. I have been slowly working on revamping the old effects, and soon I will be replacing the sounds to match. I have also added new particle effects system to all the engines. Each engine now had a unique effect.

Devlog 82 covers build 104 and 105.
BUILD 0.0105
- Fixed structure cargo error when dragging while refinery is active.
- Fixed structure cargo error when dragging while fabricator is active.
- Adjusted laser module code with sticky explosions onto target.
- Adjusted beam module code for improved combat fx.
- Adjusted mining module code for improved mining beam fx.
- Adjusted NPC spawn code to handle new ammo items.
- Adjusted a number of campaign station services.
- Adjusted raider spawn level code for softer level range.
- Adjusted base take damage modifier for raider damage.
- Adjusted raider spawn ship stats generation code.
- Adjusted Flight control code for reduce autopilot orbiting at high speeds.
- Added new explosion fx for all laser module ammo.
- Added new beam fx for all beam ammo.
- Added new explosion fx for all beam module ammo.
- Added new projectile fx for all projectile ammo.
- Added new explosion fx for all projectile module ammo.
- Added new engine glow fx for all engines.
- Added unique engine particle fx for all engines.
- Added new laser fx for all laser modules.
- Added new propulsion fx for all missile ammo.
- Added new explosion fx for all missile ammo.
- Added new Heavy missile item and unique in game object.
- Added new Advanced missile item and unique in game object.
- Added new Cruise missile item and unique in game object.
- Added new Heavy Cruise missile item and unique in game object.
- Added new Advanced Cruise missile item and unique in game object.
- Added new missile items to various campaign stations.


0.0104
- Adjusted mission raider to no longer display chat timers.
- Adjusted hostile npc ships to no longer display chat timers.
- Adjusted NPC hostile timer to disable after 120 sec of no combat.
- Adjusted bad skill descriptions.
- Fixed engine animation shutoff to match velocity cutoff.
- Fixed pathfinding for ships to prevent bad raycast returns.
- Fixed bug with carrier raiders droping invalid debris.
- Fixed CollisionDetectionMode.ContinuousSpeculative error on miner ammo.
- Fixed rubberbanding ship bug caused by bad pathfinding code.
- Fixed colorized ship engine error caused by new unity project update.
- Fixed bad stats on a few dual barrel projectile modules.
- Fixed spelling and hotkey error on mercs tutorial.
- Added Drone basics document to the journal docs.
- Added Drone document to the drone tutorial in Void Starcross.
- Added Faction Overview document to the journal docs.
- Added Faction overview to Welcome Center Kiosk.
- Added autopilot indicator to target HUD object.
- Added autopilot target indicator to the Targeting Panel list target items.
- Added ATL W keyboard control to point ship upwards without mouse.
- Added ATL S keyboard control to point ship downward without mouse.