In this video, I show the newly implemented save game backup system. This new system will provide you with the ability to create backups of your current savegame file. This will allow players to restore a backup if they made a mistake, or want to revert to an earlier time.
The backups can be created and restored from the title screen. You can also remove any unwanted backups that you no longer wish to have listed. These backup saves are zipped and time stamped, allowing you to know what saves are the most recent. The backup system will prevent you from creating identical backups. You are also able to remove the main pilot without losing the backups for that pilot. This will allow you to replace a deleted pilot by recreating the pilot, and then restoring an old backup in game, or manually unzipping the backup file into the save folder.
I have also added the ability to warp a remote ship to the station you are currently docked at. This will allow you to instantly access a remote ship, for a fee of course. The fee is calculated using a number of factors including the cargo's mass and value. This will remove the tiresome need for manually flying shuttles around to recover your remote ships.
I have also made a number of tweaks and bug fixes to address some of the issues that have cropped up in these last few builds. Crates are now spawning in the correct locations, and the ECM resistance bug has been addressed as well.
I have implemented a few new options, most notably the Double Click Autopilot Select. Checking this option will allow you to click a selected target WITHOUT changing the autopilot target. This has been requested for sometime to prevent mis-clicking a target and having your autopilot change the ships destination. This option can be found on the Extras panel.
I have also added a new document that is distributed at the end of the intro tutorial. This new Advanced Options document will explain the basics on tailoring your game for optimal enjoyment.
BUILD 0.0103 - Updated Astrox Imperium project to unity 2020.1.2f1. - Fixed ordering of modules in garage to match ordering on main hud. - Fixed ECM resistance calculation bug. - Fixed shift afterburner bug when jumping through a warpgate. - Fixed 0 item qty display in fabricator during production. - Fixed warpgate label bug showing unstable on locked gates. - Fixed command panel hotkey reference in mercs tutorial. - Fixed ghosted screen view bug when warping to a new sector. - Fixed loot crate position bug preventing proper placement of crate spawn. - Adjusted title screen effects. - Adjusted title screen pilot loading code. - Adjusted all dual barrel projectile weapon mobility stats. - Adjusted station autopilot docking distance calculation. - Adjusted structure creation code to prevent bad filename error. - Adjusted loot crate seal timer to slowly reduce until opened. - Added filecheck for save folders to prevent bad save folder load. - Added ability to move ships to currently docked station for a fee. - Added ship move calculation costs based on cargo, distance and faction. - Added validation for bad ship filenames causing black screen on map load. - Added Extra Option for double click target selection instead of single click. - Added Graphic Option for engine trail length on all ships. - Added ability to create back-up save.zip via Extra Options panel. - Added save backup system that will zip your pilot save game into a backup. - Added load backup system that will unzip a backup save and restore it. - Added the ability to delete unwanted backup savegames. - Added ability to list and manage multiple backup savegame zips. - Added Advanced Options document to the intro tutorial.
Build 102: NPCs get frisky.
[previewyoutube="JxAXZowuutA;full"]
The NPC AI has been tweaked to allow for more faction rating hostility to prepare for the soon to come all out faction battles. I have also added mission generation for all of the 12 sub-factions. This will help to steer clear of any unwanted faction conflicts... unless you are looking for a fight of course.
I have added the ability to disable the skill training timer. You can access this option via the Options / Extra panel. This option will not save properly on existing games without manually placing the OPTIONS_instant_skill_training;True into the player_options.txt file of the pilot save folder.
I made a few more market tweaks, and a number of adjustments to the active modules stats. I adjusted the font size and layout of the market panel to make the data more readable.
BUILD 0.0102 - Fixed bug with market sell price modifier when item not in stock. - Fixed drone harvest bug not pulling correct harvest value on mission rocks. - Fixed skill training module update bug when docked in structures. - Fixed module stats display bug when new skill is trained. (broken in b100). - Fixed null reference error on targeting panel. - Fixed journal search bug returning market items in stations with no market open. - Fixed journal search bug returning skills in stations with no university open. - Fixed wormhole crate display text bug. - Fixed crate loot drop display text bug. - Fixed GOG userID check prior to stat submit, preventing soft error. - Fixed int.parse error in mission generator. - Fixed sandbox station level slider to effect display level of station. - Fixed ecm display stats in garage not showing updated buffs. - Fixed confirm button text for drone skill warning on market confirm purchase btn. - Fixed tutorial item names to match new items names in cargo. - Fixed Camera Drag option to affect the first person view inside structures. - Fixed null ref error in garage panel on update ship stats. - Adjusted Damage Resistance skill descriptions to match stats. - Adjusted NPC faction tasking ai. - Adjusted UI map filter toggle layers. - Adjusted Targeting panel list target items UI layer. - Adjusted Command panel list merc items UI layer. - Adjusted Command panel list drone items UI layer. - Adjusted ship stats module display stats code. - Adjusted mission payment cap to 15 million. - Adjusted weapon active turret base mobility stats. - Adjusted wormhole generator to prevent multiple wormholes in same sector. - Adjusted market event frequency code for market supply adjustments. - Adjusted display text size for market items on mouse over and buy panels. - Adjusted bug report system, allowing for reporting via the options panel. - Added sub-faction mission generation based on main faction of station. - Added new npc faction hostility based on current faction rating. - Added npc vs npc targeting and combat based on faction rating. - Added OPTIONS_instant_skill_training in player_options.txt - Added extras toggle option to allow for instant skill training. - Added skill requirements display for market mouse over on active modules. - Added skill requirements display for market mouse over on drone items.
previous update Build 101. 0.0101 - Fixed engine color onload bug. - Fixed galaxy map item set color error. - Fixed unexplored map filter bug. - Fixed engine thrust fx for formation locked mercs. - Fixed bad ship asset load error from import pilot function. - Fixed bug with npc ship factions causing out of range error. - Fixed raiders attacking each other bug in wormholes. - Fixed bug with sandbox sliders not effecting base ship thrust speed correctly. - Fixed NPC inventory panel refresh bug. - Fixed Crate inventory panel refresh bug. - Fixed skills mouse over clipping off the screen. - Fixed structure cargo save bug when using merc autotask. - Fixed bookmark overlap bug preventing multiple in same sector. - Adjusted NPC AI to sometimes target and attack raiders unprovoked. - Adjusted engine thrust fx particles. - Adjusted a number of recon ship special abilities. - Added popup option and toggle for Market Warnings. - Added popup option and toggle for Skill Training. - Added popup option and toggle for Mission Accept. - Added popup option and toggle for Repair Ship and Modules. - Added popup option and toggle for Refinery Export to Storage. - Added cycles to merc autotasking. Some mercs can do multiple things. - Added transport Auto tasking for Transport Mercs. - Added small timer to buffer Merc Autotask transition modes. - Added Journal Notes panel. - Added ability to create new journal note. - Added rich text formatting for notes, color, size and style html permitted. - Added functionality to edit existing journal note. - Added delete journal note button onto journal edit panel. - Added Journal search panel. - Added ability to search for market items in visited stations. - Added ablilty to search for univesity skills in visited stations. - Added Search item click to set ship GPS to selected item or skill location. - Tweaked 2 small things.
Build 100: Wormhole delights!
[previewyoutube="n94SRILLeOA;full"]
Woohoo, 100 builds and counting! So before I cover the good stuff, I continued my quest to improve ship AI flight and pathfinding at high speeds. I made a number of tweaks and adjustments to the ships code and things are shaping up.
I also added persisting crates, which now will remain in a sector even if you leave. This will NOT effect mission crates, as their persistence is handled differently.
I have also revamped the small buttons that live next to the module HUD. they are no longer attached to the side, and can now be revealed by moving the mouse to the bottom of the screen. This will trigger them to slide up, showing a number of new buttons that allow access to the main 6 panels. I will continue to play with this, and possibly allow you to setup the quickbar with the buttons you want to have shown.
A few more campaign map tweaks, and a few texture revamps for a number of the rock props.
Now for the good stuff, a new exploration mechanic called Wormholes. Here is the in game document that will explain everything that needs explained. I hope you guys enjoy it :)
Wormhole Introduction Wormholes are a rare anomaly in the Astrox Universe. They are natural warp gates to unseen sectors not shown on the map until explored. Wormholes use natural cosmic energy to warp a ship from one end of the wormhole to the other. The energy involved can take time to store up in the wormhole. When the wormhole is used, energy is used as well. This can cause the wormhole to become unstable and eventually collapse it entirely.
It is currently unknown what causes wormholes to generate, but we do know it has something to do with concentrated energy. Wormholes have a small gravitational pull, and often collect trash and debris from the sector. In some cases, the items can be extremely valuable.
Wormholes can be some of the most dangerous places in the universe. Hostile environments and extremely low security can prove deadly for even the most seasoned pilots. Aside from the natural dangers, raiders like to remain hidden and thus use wormholes as a place to hide their criminal activities. Bliss production often takes place in these wormholes, and the raiders will defend their operations to the death.
Finding a Wormhole Finding wormholes can be tricky, since they do not spawn very often. When they do, it is hard to know where they are. You cannot see them very well with the naked eye, but using some specialized equipment will help you locate their position. The Active Scanner will report if a Sector has Wormhole energy nearby. This report will also provide the signal strength and allow you to calculate the relative distance from your ship. Using this method will allow you to hone in on the signal, and eventually reveal the wormhole once you get within 500 meters.
The Wormhole Lifespan The lifespan of a wormhole can vary, and it is not known what causes the wormholes to collect and store energy, but this energy is what transport the ship from one end to the other. With every use of the wormhole, it will degrade. Once the energy of the wormhole has been depleted, it will collapse, and you will not be able to use the wormhole until it recharges. It is not currently known what causes the wormholes to recharge naturally.
The other side The sector area that a wormhole will transport you to will remain accessible even if the wormhole itself has collapsed. Warp drive systems are still a viable way to travel to a wormhole sector, but they can be a nightmare if you find yourself without enough fuel to get back. This may require that you harvest a star for fuel, so it is highly recommended that you always carry a harvesting beam with you when warp driving to a wormhole. The wormhole sectors usually have more jumps available at the exit gate, than the wormhole entrance.
Stabilizing the Wormhole There are two different ways that you can keep a wormhole open and usable. The first way is to construct an energy generator near the wormhole gate. This will provide a source of energy to the wormhole and will constantly recharge the energy it uses to warp your ship. This will keep the wormhole open, however the number of consecutive uses is still limited. You will need to wait for the wormhole to recharge.
The second way to stabilize a wormhole is to construct a warpgate on top of it. Once a warpgate harness has been assembled around an entrance or exit, with a Energy Generator in range, the wormhole will transform into a warpgate, and no longer require an energy recharge for usage. If the warpgate is destroyed, the wormhole will collapse and the gate will no longer exist.
Wormhole Goodies Some wormholes have a stronger gravitational pull than others. These tend to collect crates from nearby battles and these crates can often contain valuable items. The crates will be scattered amongst the other garbage collected by the wormhole, so it may take some looking to find them. Unlike normal crates, wormhole crates begin deteriorating even before they are unsealed for the first time. It is speculated that the warp process causes enough damage to break the seal in transit, as crates are not designed for traveling at worm speeds. Collect the crates before they expire, and their items are lost forever.
Wormholes and Raiders It is not uncommon for Raiders to use the wormhole sectors as safe havens for their criminal activities. In many cases, the Raiders will set traps for unsuspecting wormhole explorers looking for easy profits from the mineral rich asteroids. These raider groups will hide cloaked in the asteroid fields and wait until you are mining before ambushing their unsuspecting victims. Always be prepared for combat when exploring wormholes, or you may find yourself caught off guard.
On rare occasions, Raiders will establish a hideout or headquarters inside a wormhole sector. If this is the case, you will know right away how dangerous the sector is. Raiders will be swarming around a centralized structure that usually houses the manufacturing of illegal Bliss. They will fight to the death to defend their operations, so tread lightly in these wormhole sectors.
Wormhole Paradise Although very rare, wormhole sectors can be quite pleasant from time to time. Moderate environments, resource rich, and not a single Raider in sight. These wormhole sectors make for great mining operations, or even a full scale base with dozens of structures.
BUILD 0.0100 - Fixed market bug with price flux and market multi sell panel. - Fixed bad ship filenames from modded games causing error on shipyard panel. - Fixed a couple ship description spelling errors. - Fixed autopilot slow down issue thanx to Amphos. - Fixed MPS readout to match actual speed with new AUTOPILOT speed changes. - Fixed billboard station background textures in all station interiors. - Fixed ship color bug when saving in tactical. - Fixed BACK bug in merc tutorial at end of lesson. - Adjusted autopilot speed thrust base levels for engines. - Adjusted autopilot AI for better afterburner pathfinding. - Adjusted sandbox skill distribution no longer locked to sector level. - Adjusted sandbox skill generation to prevent missing skills. - Adjusted text size on the death panel descriptions. - Adjusted campaign map 58 (Lins). - Adjusted campaign map 59 (Coralor). - Adjusted campaign map 62 (Jelumus). - Adjusted campaign map 63 (Numbu). - Adjusted campaign map 11 (Chamo). - Adjusted a few ship stats on various ships. - Adjusted nearby structures to agro when adjacent structure is attacked. - Adjusted raider structures to prevent docking. - Adjusted a number of prop textures and lighting. - Added dynamic wormholes map generation. - Added wormhole generation to the event generator. - Added 2 wormhole events to the background events file. - Added WORLD_OPTIONS_wormhole_chance to player_options.txt - Added wormhole jump counter to othe target hud UI. - Added wormhole collapse when jump energy is depleated. - Added wormhole energy collection and recharge over time. - Added persistent crate data for sector maps. - Added wormhole mode for (loot hunt). - Added wormhole mode for (raider ambush). - Added wormhole mode for (oasis). - Added wormhole mode for (hideout). - Added Active scanner now detects wormholes with distance report. - Added Active scanner fucntion to reveal wormholes when less than 500 meters. - Added a number of UI sound effects to buttons and mouse overs. - Added new slide-in quick bar panel below modules when mouse is over ship modules. - Added main panel buttons to slide-in quick bar. - Added new wormhole tutorial to starting stations. - Added new wormhole document for pilots journal when tutorial complete. - Tweaked 4 little things.
Build 99: Mercs , Markets and more...
[previewyoutube="rlIuCtXFO9o;full"]
Devlog 77 covers an array of fixes and additions. I spent some time working on the Merc AI and their behavior routines. I am much happier now with they way they are flying and working. I revamped a good bit of the FLEET COMMAND panel to make it easier to command multiple Mercs regardless of the ships target. New formation lock code, and improved auto tasking.
I made a number of small tweaks and QoL improvements to a number of panels. I reworked the Station Storage panel, it now has full sort, and search functionality. I also made a few tweaks to the message popup box, and added confirmation clicks for exiting the game.
I adjusted more of the market code to allow for more dynamic pricing when selling items at the market. Little by little, the markets are improving. I made a number of graphical tweaks to 20 or so maps in the trade region. Most of these changes are to repair old textures used on props and adding the new skybox backgrounds.
I made some major changes to the ship path finding AI when dealing with high speeds. this has effected all ships, and seems to have improved the AI responsiveness to blocking objects. a number of these tweaks have also affected Mercs.
I have started adding in the missing tutorials. This update has one for Drones and Mercs. I have also added a new asset called documents. These will contain story line info, and often act as game manuals.
BUILD 0.0099 - Fixed collision detection issues for uber high speed modded projectiles. - Fixed null reference bug on station storage load routine. - Fixed bug when self destructing while docked at structure. - Fixed set color null reference bug on map filter. - Fixed null reference error on crate cargo inventory add and remove. - Fixed null reference error on garage manage item script. - Fixed bad texture on prop rock_mountain_2. - Fixed -1 cargo items bug on main cargo panel when empty. - Fixed remote fabricator timestamp load bug. - Fixed refinery credits count to stop when not at refinery station. - Fixed null reference bug on fleet drone commands. - Fixed null reference bug ship engine update script. - Fixed memory leak with station billboard ad repetitive loading. - Fixed null reference error on structure manage item script. - Fixed item image load routine for better runtime performance. - Fixed storage lease button showing past max storage lease level. - Fixed market sell logs to show decimal values on small numbers. - Fixed merc formation timer to match gameplay timer. - Fixed npc cargo bug when moving all to ship with locked items. - Fixed bug with ship swap in shipyard causing null reference error. - Fixed null reference error on pulse scanner. - Fixed market bug causing error when double clicking market button. - Fixed image display bug on journal scans for ships. - Fixed office button showing in structures without scripting for offices. - Fixed bug allowing for merc deactivation when docked in structure. - Fixed fabricator inventory refresh when ship cargo is full on move. - Adjusted market economy min and max faction and tax bonuses. - Adjusted market fluctuation formula when selling non demand items. - Adjusted error log to append errors during session, not replace. - Adjusted error log to clear old errors upon loading new game session. - Adjusted with an increase to all miner module items beam projectile speeds. - Adjusted campaign map 15 (Jermicus). - Adjusted campaign map 16 (Entropy). - Adjusted campaign map 17 (Rats of Mortalis). - Adjusted campaign map 18 (Gendaria). - Adjusted campaign map 19 (Crellara). - Adjusted campaign map 20 (Cliffs of Drameria). - Adjusted campaign map 21 (Stellar Keep). - Adjusted campaign map 23 (Carioullis). - Adjusted campaign map 24 (Soldeux). - Adjusted campaign map 25 (Jonahmi). - Adjusted campaign map 27 (Zellis). - Adjusted campaign map 29 (Noah Fox). - Adjusted campaign map 30 (Phistasia). - Adjusted campaign map 31 (Valmera Prime). - Adjusted campaign map 32 (Geminey). - Adjusted campaign map 33 (Void Spooflarnia). - Adjusted campaign map 81 (Ferrelis Cove). - Adjusted campaign map 57 (Ponze). - Adjusted pricing with storage lease at stations. - Adjusted max storage level to 50. - Adjusted market data button for toggle text display. - Adjusted ECM formula code for better resistance calculations. - Adjusted station missions tied to faction of station. - Adjusted all base sizes of all missiles and projectile ammo. - Adjusted station lighting on all station service buildings. - Adjusted galaxy map sector mouse over to prevent map obstruction. - Adjusted a few sound effects from the update list. - Added mission check on storage for Transport, Collect and Deliver missions. - Added mission check on storage for Harvest, Recover and Kill Recover missions. - Added message box with confirm button for station storage lease. - Added new formation lock system for mercs. - Added checkbox to disable future market warning popups. - Added dynamic sale pricing based on quantity being sold at the market. - Added variation star shape with negative scale value. - Added system info to bug report text and email. - Added sort filters for Trade goods, Documents, and Usables to station storage. - Added search bar to station storage panel. - Added Basic Drones tutorial to station offices in Void Starcross. - Added confirmation on save and quit options. - Tweaked 5 little things.
Build 98: Remote Fabricator, Combat drones, and you ;)
[previewyoutube="JhaPoZlJ8M4;full"]
This video covers a number of tweaks and bug fixes for the latest build 98.
I have addressed the reports of the game crashing when using the fabricator, and in some cases the refinery. After spending some time with the code, I was able to rewrite the parts that were making excessive loops and instantiating new variables. The code is now running much smoother, and requires less CPU power to function. I have also added the ability to run the fabricator items while un-docked. As with the refinery, it will run slower that if you remain at the station while crafting items.
I made some major tweaks to the drone code, to remove the horrible bug that was effecting combat drones, and mining drones when harvesting large rocks. Drones energy will drain slower when in action, and they will recharge faster when docked with the parent ship. Drones will also use less energy from the ship when recharging.
I added GOG achievements, and these can be submitted retro-actively by opening the PILOT panel, and the selecting the pilot's medals. The blue medals icon will send all the achievements to GOG, provided you are playing on the GOG version.
More tweaks to the market economic systems, removing a number of exploits, fixing a few bugs when selling items, and addressing the multi-item sell code to match up perfectly with the individual item sales prices.
BUILD 0.0098 - Fixed null reference on structure takeDamage from dead npc. - Fixed law enforcement targeting player ship from dead npc. - Fixed bug allowing for speed clicking of 2 stations or structures. - Fixed tactical sensors toggle on structure dock and undock. - Fixed refinery bug causing game to crash on long runs. - Fixed bug station zoom behind panels while refinery is running. - Fixed bug station zoom behind panels while fabricator is running. - Fixed bug allowing for item drag on closed refinery. - Fixed bug allowing for item drag on closed fabricator. - Fixed bug allowing for button clicks in refinery when closed but running. - Fixed mission page display bug showing extra page with no missions listed. - Fixed bug showing cargo space error when dragging to refinery. - Fixed bug allowing for button clicks in fabricator when closed but running. - Fixed bug where crates do not spawn with needed space for mission items. - Fixed mission sort filter from reseting when accepting missions. - Fixed mission sort while navigating other station services. - Fixed bug causing crash on fabricator. - Fixed display text on structure cargo max capacity message. - Fixed structure cargo transfer bug causing leftover icon on screen. - Fixed null background event id causing error flag with rapid dock - undock. - Fixed GOG achievments not sending to GOG servers. - Fixed bug with raider max spawn timer. - Fixed drone combat AI bug preventing effective usage during combat. - Fixed raider missile bug when raider is killed at the same moment missile is launched. - Fixed text display bug in social background event generator. - Fixed warp gate click and structure click bug at the same time. - Fixed market WORLD_OPTIONS_market_selling_modifier bug. - Fixed Life Support item exploit when purchasing at structure. - Fixed warpgate path near Proctors station to Alpharis gate near Biomate. - Fixed multi market bug so that sell item price mod matches single item sale. - Adjusted retro achievement submit button in medals page to work with GOG. - Adjusted sandbox generation code to use economy database supply and demand. - Adjusted memory freeing garbage collection on station undock. - Adjusted refinery process code for better performance. - Adjusted fabricator process code for better performance. - Adjusted cargo expansion passive modules bonus formula, now based on base ship cargo. - Adjusted and reduced drone energy use for all drone actions. - Adjusted drone action distance from static value to dynamic value. - Adjusted static drone orbit distance value. - Adjusted all station offices in Void Starcross to remove old outdated tutorials. - Added bug report error option to automatically send info via email client.
Build 97a : Respec and Drone love.
[previewyoutube="hdZN9MFgdrU;full"]
I made some further adjustments to the way that the UI scaling works. These new changes should make things better for those with larger resolutions trying to read small text. I have also updated the layout and scaling with the Sandbox options, allowing for a less cluttered layout and easier to read descriptions of the available options.
I have added some error catching and reporting features into the game which will make it much easier for me to track down any of those pesky hard to find bugs. Not only will the game alert you that something went wrong, it will now create a small text file log that can be emailed to me (or posted on the forums) to allow for quick fixes. I wish I had done this much sooner.
I have completely revamped the drone stats, and they are no longer as weak as they were before. In addition to the drone balancing, I have also tweaked all the carriers to make use of the new DRONE ship specials. This makes carriers very special when it comes to drones. There are currently 6 bonus attributes that can be accessed when building new carrier ships.
A few small QoL enhancements, the most notable being the mouse over of the stat icons to show the actual values of your shields, armor, etc...
Be sure to head over to the discord channel if you would like to join our little corner of space.
Visit the Official Website. http://AstroxImperium.com https://discord.gg/BX4HyFv
In this video, I cover a few of the new QoL improvements, and show off a few of the new map layouts and skyboxes. I have also added a new station interior, and will continue to create new ones until each faction has a unique station interior.
I have worked a bit more on the market code, and I have added demand for all raw resources at all the station with markets. I will continue to tweak the campaign map stations.
I have a few new structures coming in the next update, and I am also working on a way to allow you to respec your character by returning all the skill points, and allowing you to re-train the skills you want.
For those requesting the ability to mod new station images into the game, this is now a thing. You can access the images a station uses by going to the MOD/stations/images folder. This will provide access to the ads and the logos of the stations.
Anyway, stay safe out there. I will be more available once I get some solid internet. Until then, hit me up on the Steam forums, https://steamcommunity.com/app/954870/discussions/
or the Discord Channel https://discord.gg/BX4HyFv
BUILD 0.0096 - Fixed mission data refresh bug for mission panel on game load. - Fixed map editor load data bug not refreshing map props. - Fixed old station image code, replace resources with images folder. - Fixed bug preventing custom station images being loaded. - Fixed turn speed stat on module mouse over tooltip.4 - Fixed bug with station storage space and cargo storage max display. - Fixed display bug with credits when over 1 million. - Fixed various spelling errors on mouse over tooltips and notifications. - Fixed market price bug when selling items that have no demand. - Fixed DPS calculations to include missiles and torpedo count. - Fixed engine trail tracers when docking at station. - Fixed long decimal display for DPS stat on item mouse over. - Fixed bad void raiders logo path. - Adjusted campaign map 109 (Capital Void). - Adjusted campaign map 108 (Allabentoris). - Adjusted campaign map 107 (Daefore). - Adjusted campaign map 105 (Astrelia Gentris). - Adjusted campaign map 106 (Crown of Imperium). - Adjusted campaign map 104 (Junia). - Adjusted campaign map 103 (Vindicati). - Adjusted campaign map 102 (Lightless). - Adjusted campaign map 101 (Brimstone). - Adjusted campaign map 99 (Semja). - Adjusted campaign map 97 (Valley of Truths). - Adjusted campaign map 96 (Arch of mori). - Adjusted campaign map 79 (Dragon Sea). - Adjusted campaign map 13 (Jala). - Adjusted campaign map 12 (Alias Outpost). - Adjusted campaign map 10 (Lux). - Adjusted campaign map 9 (Forges of Mintar). - Adjusted campaign map 8 (Moon of Crystalis). - Adjusted campaign map 7 (Echo Springs). - Adjusted campaign map 6 (Atrius Lightfield). - Adjusted campaign map 5 (Enoch Estates). - Adjusted campaign map 2 (Merces Academy). - Adjusted all station markets now have demand for resources. - Adjusted background skybox prop generation code for faster load. - Adjusted all beam weapon speeds with an increase of 150mps. - Adjusted all mining drone base harvest strength by 1.5 dmg. - Adjusted station billboard code for better performance. - Adjusted lounge news layout and bg image. - Adjusted lounge entertainment layout and bg image. - Adjusted all station close panel buttons sizes. - Adjusted market demand code for pricing flux on buy and sell. - Adjusted durability display on module mouseover panel. - Adjusted station lighting for ship when docked. - Revamped map editor and cleaned up code. (dev only) - Added DPS stat data to the garage active modules. - Added vertical station interior, based on station interoir seed. - Added new Skybox background props. - Added lounge news faces to the station load rountine. - Added lounge entertainment faces to the station load rountine. - Added passive scanner data settings to new saved game files. - Added autopilot data settings to new saved game files. - Added load of passive scanner settings from player_data.txt - Added load of autopilot settings from player_data.txt
Build 95 : Easter Update
Happy Easter everyone! I have been working hard up here in the mountains, and I haven't ventured out much since moving here. Although it has been difficult to continue with the normal updates, I must admit it gives me some comfort and a feeling or normalcy to fade away into Astrox during this very un-normal time.
I did manage to fix a few bugs and address some of the stats confusion a little. I have now added a pre-calculated DPS (Damage perSecond) stat to the active module tooltips and market displays. This will help you to understand which modules might suit your ship best when shopping at the markets, or fitting in the garage. The DPS stat is calculated by dividing the cycle rate of the module by it's strength. This stat will not take into account the enemy resistance to damage, any buffs or de-buffs they have. This is just a raw representation of the overall damage that can be delivered in 1 second.
I have also addressed the issue with drones and newly trained skills. Although it would be easier to automatically have drones update their buffs based on your newly trained drone skill. I opted for a more realistic approach that I don't think is too cumbersome. For the new buffs to be applied to the drone, then must be docked and retrieved onto the ship to allow for the modifications to the drone. (based on what you learned via a skill). A message box will appear and inform you of this if the game detects you are using an un-upgraded drone.
Anyway, hope everyone is staying safe out there.
BUILD 0.0095 - Fixed spelling errors in the events database file. - Fixed spelling errors in items database file. - Fixed bad turret pathfinding collider for auto mining. - Fixed Projectile Advanced Systems skill description. - Fixed durability stat bug on module tooltip not updating. - Fixed bug with fleet panel drone mouse over data. - Fixed bad engine placement on Nova Reaper ship. - Fixed bad spelling on sandbox insurance deposit slider. - Adjusted shipyard event to enable closed shipyards. - Adjusted durability format for rounded numbers from combat dmg. - Adjusted base ship rotations during dock and undock. - Adjusted the sell item price modifier when selling items. - Adjusted the buy item price modifier when purchasing items. - Adjusted the station supply demand code for more realistic flux. - Adjusted the module mouse over tooltip data to match item layout. - Adjusted module tooltip layout and size. - Adjusted formatting of numeric text for a number of stats. - Adjusted ship details panel, removed old module tooltips. - Adjusted the default rotation of ship image in editor. - Added code to prevent bad module rotations for bad saves. - Added TURN RATE stat to main bar module mouse over tooltip. - Added Velocity stat to main bar module mouse over tooltip. - Added DPS (Damage per Second) info to item mouse over stats. - Added DPS to installed module mouse over stats on main bar. - Added DPS (Damage per Second) text to market module stats. - Added drone skill upgrade notification message.
Build 94: Market update, bug, tweaks and tinkers.
With all that is going on with the move from Georgia to West Virginia, the Covid lockdown has really put a strain on things. Moving a family across state lines is one thing, but with the added stress, and mounting responsibility, time for Astrox has been much less than I had anticipated.
None the less, I give you build 94. I have made a number of tweaks and adjustments to the market pricing code. This will help to increase profit margins for normal item sales with demand is high. The main change to the system is that items that have little or no demand will not be rewarded with base value market prices when selling to the stations.
If the station has demand for the item, you will receive the normal market rates. if the station does not carry the item, and has no demand for the item, the station will purchase the item from you, but at a heavily discounted rate. This will prevent (or minimize) the exploitation of sell orders at the stations.
A few little bug fixes, and more on the way.
BUILD 0.0094 - Fixed event dynamic person naming bug. - Fixed ALT-drag item box bug not showing up on top. - Fixed dynamic UI scaler not referencing the custom resolution. - Fixed UI scaler slider max value limits based on resolution. - Fixed bloom option for structure interiors. - Fixed armor regeneration skill bug not repairing armor. - Fixed transporter profession bug dealing with cargo size. - Fixed passive scanner filter bug for election orbs. - Fixed crossing mercs on gameload in station. - Fixed pathfinding bug with some ships causing unwanted drift. - Adjusted a number of ship base stats. - Adjusted a number of ship specials. - Adjusted module take damage modifier data type. - Adjusted pricing when selling low demand items. - Adjusted market sell item for station inventory check. - Adjusted mutlimarket items sale for station inventory check. - Adjusted base stats for armor regeneration values. - Adjusted load and instantiation code for sector props. - Adjusted a number of active module base stats. - Added warning message when selling discounted items with low demand. - Added armor regeneration stats to the ships details panel.
I suspect if things don't get too much worse, I will be able to continue the Bi-monthly updates. If things get bad, I may have to scale back to 1 update a month until thing smooth over. If sh*t goes really bad... I will continue to work on the game... but there will be no updates without internet. just saying....
I love you all, and hope everyone is staying safe out there. I will be back as I can, and I should be getting internet at the new place here on Monday. I have been using my phone, and this update was made possible by AT&T gifting me 10 gigs of data ;) I will still do a devlog video, but I cannot upload it at this time. Hopefully the interweb people show up and hook me up on the dot com.
Build 93: Markets, QoL and Fixes.
[previewyoutube="JFep8fOD-2o;full"]
In devlog 73 for Astrox Imperium, I cover the new drag and resize panel for the mercs cargo bay. This will make this much easier when dragging items around between the cargo bay, refinery, fabricator and storage bays of the station.
I have also fixed a number of bugs. The main ones dealing with the pilot import, and the economic buy and sell orders for the station event generator. After some careful poking about, I was able to uncover the root of the issue, and not only did I fix it, but I improved the mechanic as a whole. The margins for the buy and sell orders should better reflect the sandbox settings.
I have also addressed a few issues dealing with the special item drops that raiders can leave behind. The frequency of the drops will increase a bit with the new base calculations. This will mostly effect the lower level rare items. the epic and artifact items will not be affected as much.
The attributes of the special generated items have also been adjusted. There was a bug that was preventing the proper number of attributes being modified. This has been fixed, and the epic and artifact items are quite powerful now. This will not effect any existing special items you may have already acquired.
It will be about 3 weeks until the next update / video. I will be moving my house and family from Atlanta Georgia to the West Virginia mountains. I will be sure to document the adventure for future videos.
BUILD 0.0093 - Fixed import pilot bug with missing special items. - Fixed bug preventing special items drops on raiders under lvl 10. - Fixed bug with attributes stacking on special item drops. - Fixed economic bug with buy orders pricing ranges. - Fixed bug showing wrong hotkey for sort targets. - Fixed world options for target framerate limiter. - Fixed mission pay limit bug. - Fixed dialog thumbnail drag click bug. - Fixed dialog thumbnail overlap click thru block bug. - Fixed ship editor bug carrying old data between ship loads. - Fixed blank news bug on station first load. - Fixed spelling on fleet panel for (specialty). - Fixed undock bug in welcome center using autodock. - Fixed warp drive fuel items being used as mission objects. - Fixed GPS bug with sandbox and unexplored option set to true. - Fixed USE item bug while docked. - Fixed refinery move all to storage bug ignoring storage cap. - Fixed power cord refresh bug when upgrading energy generator. - Fixed bug allowing for power update prior to upgrade complete. - Adjusted refinery export code for better performance. - Adjusted energy drain code order for all movement and items. - Adjusted dialog thumbnail code for better performance. - Adjusted intro tutorial text for clarification. - Adjusted intro tutorial to trigger first mission before dialog. - Adjusted economic event generator calculation code. - Adjusted buy and sell order economic triggers. - Adjusted special item drop calculations. - Adjusted missile thrust and turn homing ai. - Adjusted torpedo thrust and turn homing ai. - Adjusted Buy and Sell order profit margin for low levels. - Adjusted base economic frequency value for campaign games. - Adjusted message box to pop up on top of all windows. - Adjusted default number of skills listed in university. - Added all tier 1 specs to the 6 stations in Void Starcross. - Added sort targets hotkey to player_options file. - Added ability to resize and drag the merc cargo panel. - Added ability to resize and drag the crate cargo panel. - Added ability to sort layer of mission panel on drag. - Added ability to sort layer of merc cargo panel on drag. - Added ability to sort layer of dialog panel on drag. - Added ability to sort layer of message panel on drag. - Added dialog box position of thumbnail and open positions. - Added sector location data to assets panel.