In this video, I cover the new QoL feature allowing you to resize the dialog panel. This makes it easy to viewthe dialog in vertical or horizontal format. I have also added this ability to the mission overview panel. You can now drag the mission panel as well. Once the mission panel is moved, it will details from the stats panel, and will no longer slide in and out when the stats panel is toggled.
I have also made a number of updates and additions to the player owned structures. You can now upgrade the silo twice, to the max level of 3. This will provide much more storage space in the silo.
I have added the new defensive platform structures. The Small Laser platform, and the Small Missile platform. The laser platform uses energy as ammo, and the missile platform used missiles that must be loaded into the structure cargo.
I have also added a small energy generator that can be used to power these structures. I will soon be adding a way to power remote structures using fuel that can be loaded into the cargo bay of the structure itself.
The new addition of the IMPORT PILOT function has been released into the EXTRA OPTIONS tab of the in-game options panel. To import an old pilot into a new game, follow these simple steps.
1) Create a new game with a new pilot name. 2) Once inside the new game, open OPTIONS then EXTRA 3) Click the IMPORT button to open the IMPORT panel. 4) Enter the name of the PILOT you want to clone. 5) Click IMPORT PILOT, and wait for the game to reload.
Once the game reloads the pilot and the save, you will have all the data from your old pilot, imported into your new pilot. Everything will be moved, including your ships, and any cargo they carry.
Visit the Official Website. http://AstroxImperium.com
BUILD 0.0092 - Fixed galaxy tooltip format bug for short box. - Fixed bug preventing teactical display until dock in sandbox. - Fixed UI layout for widescreen in sandbox panel. - Fixed clipped text on mission objectives panel. - Fixed leftover msgbox bug showing after death of pilot. - Fixed inactive mercs getting morale bonus for mining actions. - Fixed inactive mercs getting morale bonus for combat actions. - Fixed bad spelling on market mouse over for ammo. - Fixed ECM module bug with skill stats. - Fixed item duplication bug with max station storage and merc. - Fixed inventory capacity bug when moving all refinery to storage. - Fixed sandbox resource respawn slider min to 0.0 - Adjusted playtime calculation with gamespeed option. - Adjusted ship load code for better performance. - Adjusted text format on mission objectives panel. - Adjusted base modtools UI scale size. - Adjusted mission overview tab button icon to X. - Adjusted drag code for dialog box for better performance. - Adjusted missile module code for better performance with structures. - Added new laser module ammo effect, and optimized asset. - Added resizing ability to the dialog panel. - Added ability to drag resize dialog window box. - Added changing layout of dialog window for narrow view. - Added detachable mission overview window. - Added drag and drop to mission overview window. - Added resize ability to mission overview window. - Added Expanded Mining Silo structure. - Added Advanced Mining Silo structure. - Added 2 new models for new silo structures. - Added new info and details into welcome tutorial. - Added new min max mechanic for the dialog box. - Added new Small Laser Platform defensive structure. - Added new Small Missile Platform defensive structure. - Added new Small Energy Generator structure. - Added ability for structures to target raiders without provocation. - Added ability to import an old pilot into a new game.
Build 91: Player Owned Structures
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In Devlog 71, I cover the new additions and updates found in build 91. These cover a range of UI tweaks, merc AI adjustments, and lots of new panels and mechanic surrounding the structures.
The new addition of the Construction Platform will open up the ability for players to create, manage and maintain their own structures. You are able to place these structures in remote locations to give yourself an advantage while mining in deep space.
Once the construction platform is deployed, a timer will count down as the platform is assembled. This will only take a minute or so. When the platform goes online, you will be able to dock at the platform, and you will also be able to place items into the platform storage cargo bay.
By placing the required materials into the cargo bay of the structure, you will then be able to upgrade the structure into a silo. The silo is the first low level structure that has functionality.
The silo will allow merc ships that have autotask turned on to automatically deposit the ore they have auto mined into the silo cargo bay. Once the ore is deposited, the mercs will return to mining the closest available rock. Once the silo is full, and cannot take on any more cargo, the mercs will drop a sealed crate next to the silo. The sealed crate will NOT pop unless you open the crate to view it's contents. Only then will the timer begin to count down on the crate.
I have also made a number of tweaks and additions to the UI panels for TARGETING, and the GALAXY MAP FILTER. The targeting panel now has a special DRAG button that will allow you to resize the length of the panel. This will allow you to expose more targets from the list. You can also sacrifice target panel space to expose more of the fleet command panel mercs.
I have added the ability to search the galaxy map. Type in any search string and a list of all matching sectors, stations and bookmarks will appear. You can mouse over the arrow icons of each search item to view the sector tooltip data. You can also remove unwanted search items by clicking the small X on the right of each item.
BUILD 0.0091 - Fixed bug opening map inside of structure. - Fixed galaxy tooltip cuttoff on edge of screen. - Fixed kill pilot mission stat showing on kill missions. - Fixed market qty text box bug causing crash. - Fixed click thru UI bug on stars. - Fixed bug with merc max count on reset. - Fixed click thru UI bug on mission panel for all map objects. - Fixed escort mission description bug with destination station. - Fixed station offices bug not refreshing office data correctly. - Fixed docking while docked bug via targeting panel. - Fixed click-thru of hud target items onto map objects. - Fixed click thru of ui panel title bars onto map objects. - Fixed 2 mission spelling errors. - Fixed UI click thru on map panels. - Fixed merc mining bug causing AI loop to stop. - Adjusted cargo tooltip to slide with screen edge. - Adjusted sort button size and position on skills panel. - Adjusted a few various UI elements and graphics. - Adjusted intro tutorial to allow option to skip exploration. - Adjusted faction drop per shot on structure. - Adjusted structure panel ui. - Adjusted structure dialog ui panel. - Adjusted mercs for better prospecting closest rock targeted. - Adjusted merc mining AI routine. - Adjusted merc turnspeed calculation using gamespeed settings. - Adjusted all stations in Void Starcross with Mercs, Ships, Skills. - Adjusted various tutorial text. - adjuste tutorial text size and window shape. - Adjusted Messbox to allow for OK and YES and NO options. - Added galaxy tooltip panel to display warpgate names. - Added galaxy tooltip panel to display bookmark titles. - Added ability to search for sector names in galaxy map. - Added ability to search for stations in galaxy map. - Added ability to search for bookmark titles on galaxy map. - Added sector mouseover tooltip to search list items. - Added ability to set gps via search results on map. - Added ability to remove unwanted search results from map. - Added ability to adjust size to the targeting panel. - Added option to savegame to remember size of targeting panel. - Added structures folder generation to new campaign and sandbox. - Added ability to transfer cargo to owned structures. - Added ability to upgrade and downgrade structures. - Added persistent timers for all structure upgrades. - Added new operation skill for structure building. - Added 4 new service skills for structure admin. - Added new Generic Construction platform item. - Added new items to campaign starting sector. - Added confirmation panel to structure deployment. - Added new structure interior for construction platform. - Added shader effect to upgrading and constructing of structure. - Added energy recharge to mercs that dock at silo to deposit ore. - Added mercs deposit ore to silo storage automatically with automining. - Added mercs drop leftover cargo in sealed crate at silo when full. - Added scrollbar viewport to mission overview panel. - Added additional mission details to mission overview panel.
Build 90 + 89 : Bugs want dead.
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Devlog 69 covers a number of changes made to the title screen options code. There were a few reports of CTDs when poking around in the options. I have made a number of changes to the way that the options code loads up the config file. I also addressed the issue with VSYNC not working properly.
Build 90 has a large number of bug fixes, and a handful of QoL additions that I found laying around the forums. If you have a good idea, don't be afraid to share it on the forums.
The dreaded missing storage bug is dead! Special thanks to Don for helping me track that little sucker down. The cause of the bug was strange and completely unrelated to the inventory system. It was tied to the journal panel, and not only caused the storage bug, but a number of other rare, hard to replicate bugs. Long story short, that bug being gone has improved the stability of the game as a whole.
I revisited a bunch of the skybox assets and a number of sector props. These new improved textures make everything look nice and smooth. a whole lot less low-res stuff. Still more to come, but it's progress.
Visit the Official Website. http://AstroxImperium.com
BUILD 0.0090a - Hotfix for merc cargo lock caluculation.
0.0090 - Fixed storage wipe bug causing missing items. - Fixed spelling on shipyard activation skill check. - Fixed -10 faction rating during kill pilot missions bug. - Fixed options screen bug causing crash to DT. - Fixed reloading from title screen when structure docked blackscreen. - Fixed collider mesh on 1 sail causing self damage. - Fixed refinery cost calculation bug on remote refining. - Fixed ship stats display to show correct scanspeed bonus. - Fixed reverse start end sectors for recover missions. - Fixed map location reset bug on warp to show correct location. - Fixed garage highlight bug for active scanner module. - Fixed garage highlight bug for spotlight module. - Fixed bug allowing you to refine without required credits. - Fixed text cuttoff on journal station data page. - Fixed cargo mouseover hr divider linebreak. - Fixed text for basic light miner to generic. - Fixed ability to delete pilot cam in ship editor. - Fixed bug allowing access to escort inventory when docked. - Fixed mission markers bug showing for rejected mission. - Fixed bad image for npc_ship_data_(support_carrier_1_ecm). - Fixed journal UI color bug when opening other panels. - Adjusted sandbox generator for skybox elements. - Adjusted sandbox generator for star placement and scaling. - Adjusted title screen options load code. - Adjusted npc dialog box layout width. - Adjusted background prop billboard depth focus. - Adjusted background scene for refinery. - Adjusted image compression for all billboard props. - Adjusted emmission speed of prop rock clouds. - Adjusted star fx and particle systems. - Adjusted starlight flare, and coloring to match sector file data. - Adjusted title screen load options, reworked vsync code. - Adjusted 7 main campaign starting sectors layouts and props. - Adjusted skybox load code for better performance. - Adjusted skybox particle system for improved performance. - Adjusted all engine particle systems for better performance. - Adjusted all fog particle systems for better performance. - Added mouse over sector will show neighbor sector names. - Added locked cargo items, preventing inventory movement. - Added mercs lock some cargo when loyalty is below 11% - Added tactical sensor persistence between station docking. - Added highres skybox textures. (more to come). - Added new props for sector maps. - Added CLOSE MAP button to the map filter bar. - Added (Spacebar) text to the first mining tutorial. - Added (Spacebar) text to the first combat tutorial. - DEV revamped some of the map editor code. - DEV revamped the skybox editor to match with new layout. - DEV added reload map cmd to debug panel. - DEV added crash report cmd to debug panel.
0.0089 - Fixed map toggle undock bug causing in-ability to undock. - Fixed bug allowing you to dock at structure you are docked at. - Fixed bug showing dock button in structure via targeting panel. - Fixed slider options on NPC settings in sandbox panel. - Fixed bug with garage item list scrolling and camera zoom. - Fixed negative mission payment from extremly low faction rating. - Fixed mission map location preview bug not showing warning. - Adjusted event generator to pause while game is saving. - Adjusted mission location warning to be more specific. - Adjusted star light flare textures.
Build 88, Improved lighting, gfx, and controls.
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In this video, I cover a number of small additions and tweaks that I managed to get done during the holiday weeks. A large number of the changes are graphical and aesthetic, lots of tweaks to the props, textures, and lighting on the sector maps.
I added a new feature that allows you to control the auto pilot distance from the target object. The distance indicator is located in the auto pilot panel along with two buttons to increase and decrease the ships slowing distance of the ship. I also added an indicator the the stats panel to show the current game speed.
I also added the ability to pan the main camera by holding the right shift key and clicking and dragging. You can also use this feature in the garage form those larger ships.
I made some tweaks and modifications to the mission generator. NPC characters will now except missions, removing them from the mission board. The frequency from which theses missions are removed is based on the population of each sector. Structures will now affect the missions that are generated, as well as the missions that are removed.
I made a few changes to the mods tools or the station editor and I also added the ability to drag the ship editor camera by holding the alt key.
Over the next two weeks I will be working on the first tier of the build able structures. New blue prints and ui panels will be coming soon.
As always, thanks for the support! I'll see you guys in about a week or so with more updates.
Visit the Official Website. http://AstroxImperium.com
BUILD 0.0088 - Fixed galaxy map objects colliding with map objects. - Fixed ship pathfinding code from detecting galaxy map objetcs. - Fixed start and end indicators on mission map for missions. - Fixed bad image on inovex station in goru. - Fixed cargo storage panel bug when docking at structures. - Fixed faction ranking label showing neutral on -10 or less. - Fixed prop lighting in Void Starcross. - Fixed hotspot for mission level block. - Fixed directional lighting for structure interiors. - Adjusted faction coloring to allow for null 0 rating. - Adjusted skybox ambient lighting base intensity. - Adjusted and optimized title screen options code. - Adjusted fullscreen and resolution options. - Adjusted ship engine lighting for better performance. - Adjusted mission generator calculations to include structure data. - Adjusted station editor layout and scaling in modtools. - Adjusted a number of props for better performance. - Adjusted some prop textures for new ambient lighting. - Adjusted lighting matrix for map objects. - Adjusted Void Starcross campaign map skybox. - Adjusted follow camera control with keyboard steering.' - Added option to toggle camera following with keyboard steering. - Added shadows to the sectors maps. - Added LeftAlt drag to the ship editor in modtools. - Added improved directional lighting system to the sectors maps. - Added ability for NPCs to take missions from the station. - Added NPC mission calculations based on sector population. - Added small gamespeed indicator to SHIP STATS panel. - Added price per unit onto the market log. - Added ability to set the autopilot distance from target. - Added new power cable textures and animations for power gen. - Added ability to move main camera around hold RIGHT SHIFT.
Build 87, New mission map preview, and 3D NPC characters.
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In this video, I cover a few of the tweaks dealing with the economic generator, and the way that structures are used to calculate the base values of the sector economy. I will continue to tweak this over the next 5 months, as I slowly dial in the balance of the market economies.
I also have added a new feature that will allow you to preview the locations and distances involved when selecting a mission for the stations. You are now able to click the map button on the mission details to show you where you will need to travel to. The map will no longer close the station panels when accessing the map while docked. This will make it easy to compare various missions.
I have spent a few months learning about the implementation of 3d characters into the game. It has taken me some time to get a basic grip on how it all works. Now I am trying to figure out the best way to implement these characters without bloating the game, or wrecking performance. I have added the first character template into the game, and will continue to flesh out all the things required to make these characters as dynamic as possible.
I will not be posting any new videos until the first week of January, I plan on taking a short break to enjoy the holiday season with my family. I hope everyone has an awesome Christmas, and for you travelers out there, stay safe.
See you next year guys!
BUILD 0.0087 - Adjusted item mouseover tooltip sizing. - Adjusted structure interior lighting. - Adjusted holiday raider drops. - Adjusted raider spawn variation calculations. - Adjusted a number of interior parts for fitting. - Adjusted economic event generator link to sector structures. - Adjusted economic market qty flux to be per item basis. - Adjusted economic Buy orders link to sector structures. - Adjusted economic Sell orders link to sector structures. - Adjusted economic Clear orders link to sector structures. - Adjusted skybox ambient lighting system. - Adjusted welcome center items and parts. - Adjusted structure NPC dialog panel layout. - Adjusted structure dock ui panel and buttons. - Adjusted dialog panel layout and ui sizes. - Adjusted skills mouseover panel to match others. - Fixed UI color on mission abort button. - Fixed tooltips hanging around during black screen warping. - Fixed floating drop in on interior structures. - Fixed spelling on ammo damage details. - Fixed merc click bug causing console error. - Fixed convex collider error causing black screen. - Fixed station map closing all station windows. - Added map button onto the mission overview panel. - Added mission location preview on map when docked. - Added 3 new holiday items to the database. - Added first NPC character model into the welcome center. - Added camera point and focus on NPC interaction.
Build 86, New Garage Layout, Structures, Galaxy Map upgrade.
In this build 86, I have finally made some real progress with the station garage. With this new layout, and garage camera, it is much easier to see your ship, and the modules you have installed on the ship. I will be making lots of tweaks nad changes to some of the smaller elements over the next month, but for the most part, I am very happy with the new layout.
I made some changes to the way that the mouse over tooltip for the garage items behaves, and I changed the camera system to allow for more focus on the ship, without the station background. The color of the skybox background is based off of the UI color option that you currently have selected.
I have added a new layer of calculations to the way that the event generator randomly selects events. With the new addition of the sector structure stats, the event generator uses these value to adjust how the sector is effected by internal and external forces. There are now 8 main stats that are adjusted by the structures located inside any structure.
I updated the structure interiors, and will continue tweaking them over the next few weeks. Lot of optimization with the structures.
I fixed the GPS bug that was causing some strange behaviors when setting your destinations while docked inside a station.
I also added a number of hotkeys and toggles to the options panel. Some of these hotkeys will NOT save your settings until you manually update your save game options file.
I have also added an option to adjust the FOV of the main camera. This slider can be found inside the Graphics Options panel.
BUILD 0.0086 - Fixed mission title description mission location 2. - Fixed de-activated mercs payroll bug, now 25% instead of 100. - Fixed bad descriptions for warp drive fuel specs. - Fixed lag updating garage module management. - Fixed GPS bug when setting destination when docked. - Adjusted mission generator for unexplored neighbors. - Adjusted NPC chat distance by 250m. - Adjusted garage transparent background panel. - Adjusted unexplored mission sectors chance to 25% - Adjusted mission pay for unexplored sector locations. - Adjusted debug panel UI. - Adjusted galaxy map sector UI hud. - Adjusted UI header on module mouse over. - Adjusted mission payment calculations. - Added Galaxy Map button onto station panel. - Added warning and bonus text to unexplored sector missions. - Added right click to sector icon in galaxy map. - Added camera focus on right click galaxy map. - Added sector stats to all sector files. - Added sector stats to sandbox generator. - Added sectors stats to galaxy mouse over panel. - Added runtime calculations of structure buffs to sector. - Added hotkey bindings for bracket keys (speed toggle) - Added hotkey bindings for Left ALT and Left CTRL. - Added hotkey toggle and binding for toggle all panels. - Added runtime materials for all turret meshes. - Added turret colors to match ship colors. - Added modslot colors to match ship colors. - Added new garage UI layout. - Added selector highlight to module items in garage. - Added selector highlight to module objects in garage. - Added garage grid skybox to ship camera. - Added garage skybox colors to match UI color options. - Added new textures and prop models to structure interior.
Build 85, Custom ship colors and textures.
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In this video, I cover the new system that is allowing the ship textures to load externally from a special folder. This new folder can be found with all the other MOD stuff in the MOD folder.
With the textures loading externally, this will allow modders to make new skins, and assign these skins to various ships by editing the individual ship file. Each ship file now contains 3 new variables that will hold the names of the images that the ship uses.
The next step is a bit more difficult, but in the end, will allow modders to add their own 3d models into the game as ship parts. A part could be a small 3d shape or building block, or it could be an entire ship that was designed outside of Astrox without using the ship editor.
Now that these textures are in place, you now have the ability to change the colors of each ship you own. There are 3 layers that can be adjusted, and together, they provide enough custom control to make some cool looking ships. I have also added a slider that will adjusted the reflective metallic like properties of the ship texture. Along with the base color and gloss, you can also adjust the light emission of the ship as well.
Currently, all ship are using the default ship textures located in the MOD/ship_parts/textures folder. I will be adding new base textures for the different ship manufacturers, and possibly specialized ones for special ships.
I have also made a number of small combat tweaks, adjustments to the mining drones, and a handful of small bug fixes.
BUILD 0.0085 * Updated project to 2019.2.13f1 - Fixed shipyard ship preview bug when activating ship. - Fixed auto pulse scanner bug not reaching range. - Fixed solar sail colliders for all ships. - Adjusted Death panel and option buttons. - Adjusted galaxy map panning from slide to drag and drop. - Adjusted all active modules names, prices, stats and values. - Adjusted Small combat drone damage. - Adjusted skill point requirements for all fleet skills. - Adjusted all base damage modifiers to 1.0 for new games. - Adjusted station interior scaling, fx, models. - Adjusted Mining drones to mine electron orbs. - Added resistance damage data to active ship scans. - Added cooldown for hyperwarp drive base on strength. - Added ability to color ships in garage. - Added ship light emission texture to ship models. - Added ability to color the light emission texture. - Added custom ship colors to hangar dock display. - Added option for camera FOV. - Added new ui for activating and selling ships. - Added external texture loading for ship material. - Added Metallic smoothness slider to main color.
Build 84, Modtools and Ship tweaks.
I have painstakingly revamped all the ship models after fixing a scaling bug that was causing some of the ship parts that were misaligned from their set positions in the editor. I replaced all the ship images as well with the new lighting system so that all of the ship icons are consistent.
I have also created a simple algorithm that will calculate the price of a ship based on a few of the main stats. This recommended price is displayed in the ship editor, and the small arrow button will replace the current price with the recommend one.
I have also revamped the entire damage calculation system, and the way that ship resistance and damage types are calculated. Her is how the new system works.
You take the damage of any given module, and them use the damage ratios for the ammo type. if the module damage is 10, and the impact damage is 1.0 , then the amount of damage that will be passed to the ship will be 10. The ship will then absorb any damage using the ship's Impact resistance. If the ship has a 50% resistance to impact damage, only 5 points of damage will be delivered. This is applied for each damage type, Impact, energy and explosive. Each ammo type will distribute these damage ratios differently. Some ammo will provide an overall accumulative bonus that is greater than 100% damage.
I will be adjusting all the weapon module damages for build 85. Let me know if you run into any issues.
Here is the latest devlog video 64 that covers many of the ship editor changes, along with a few general UI tweaks.
[previewyoutube="5io6uV8zALA;full"]
BUILD 0.0084 - Fixed item special color indicator in cargo. - Fixed mouse over tootip text spacing in garage. - Fixed ship mass special bug adding to mass. - Fixed mission check bug for non mission msgbox. - Fixed ship tilt bug effecting pathfinding of autopilot. - Fixed sticky tooltip on npc cargo when autoclosed. - Fixed editor part highlight when part panel is closed. - Fixed position ship parts bug in ship editor vs game. - Fixed alignment positions on a number of parts. - Fixed cargo full bug pop msg when mining while full. - Fixed lounge entertainment bonus bug with morale. - Fixed bug with pulsescanning stations. - Fixed bug with pulscan blocking selection of targets. - Fixed hideout raider spawn bug. - Fixed active ship now shows in hangar ships list. - Fixed market list flicker when loading market. - Fixed lighting bug when swapping ships in hangar. - Fixed engine color sliders scale bug. - Adjusted ship damage and resistance calculations. - Adjusted Game font to feel more sci-fi (visible comma). - Adjusted all station UI close btns to X. - Adjusted font sizes on a various panels. - Adjusted ship calculation for thrust speed. - Adjusted ship flight AI for better speed control. - Adjusted notifications to prevent stacking duplicate msgs. - Adjusted mission payment multiplier for jump distances. - Adjusted all ship prices. - Adjusted station logo, now button to undock. - Adjusted size of station panel. - Adjusted npc AI to prevent never ending running. - Added descriptions to all ships types. - Added notification count to stacked msgs. - Added new images for all ships. - Added new generated npc ships based on new ships.
* MODTOOLS - SHIP EDITOR * - Adjusted MODTOOLS layout screen. - Adjusted ship editor layout. - Adjusted lighting in ship editor. - Adjusted a number of ships to remove z-fighting parts. - Adjusted many ship models, modslots and layouts. - Adjusted all ship parts to single mesh models. - Adjusted 3dtool for part movement. - Added image preview screen to ship editor. - Added ability to ctrl click ship parts to select. - Added ability to ctrl click modslots to select. - Added ability to mousewheel click drag the ship. - Added new image for all ships.
Build 83, Title screen and Targeting UI.
Build 83 features a few new QoL additions. The first being the ability to command an action with a locked target without using the HUD on the target. You can now select the actionable command from the targeting panel as well. This makes it much easier when trying to chat with NPCs or just docking with a station.
I made a few tweaks to the active target box. Stations now display the full station logo, and other targets now have a cleaner, new layout.
I finally got around to working on some of the comparison stats. As of build 83, you will now see a comparison of your current ship's base stats, and the hangar ship you are viewing. If the value is equal to your current ship, no addition info will be displayed for that stat. If the value is less that what you have, the difference will be shown in red. If the value is greater, the value will appear as green. This will make it easy to see what stats are improving, and which stats are not when purchasing a new ship.
I posted a devlog video a couple days ago that show some of the new changes to the title screen.
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In this video, I cover the new tweaks and changes to the title screen panels. I adjusted the layout of the UI panels to make better use of the screen space. I also changed the way that the saved games are displayed.
A few updates to the code behind the title screen. Improved load and save routines, and a bit of error checking. The carried over into the loading sequence panel, that has also been updated. The 'LOADING' panel code has been rewritten to optimize the way objects are loaded from the save game.
I have also made a number of tiny bug fixes and tweaks to the ships, their AI and some of the clean up code that deals with how ships are removed when destroyed.
Another attempt to pin down the missing storage bug. hopefully this time I got it. I have never been able to replicate this bug, so any info you can provide will be very helpful.
Build 82, Multi-Item drag, Bandbox Scanning.
In this video, I cover a few new major additions to the UI. The first being the ability to drag and drop multiple items at once. The second is the ability to bandbox objects using the CTRL + click and drag. The third being a revamped merc UI, that allows for bandbox selection. I also show a few special Halloween treats for those of you willing to rob the raiders for their candy.
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The new addition of the Mutli-item drag and drop uses the CTRL and or SHIFT key to select and deselect items from your inventory. This mechanic will work in all game inventory boxes. Cargo, storage, fabricator and refinery , as well as npc cargo. You can drag selected items from multiple inventory boxes at once.
This new mechanic extends into the market. You can now drag and sell multiple items in the station market with once drag and drop operation. You are no longer required to sell the items individually. You will still see these items in the market log, so that you can compare prices and profits as if they were sold one by one.
The new bandbox ability uses the ship scan speed to determine how long it will take to cycle thru each item in the band box. As your ship's scan ability increases, so will the speed at which bandbox operations execute. To activate the bandbox, hold down the left CTRL key and draw a box on the screen using your mouse. Once you release the mouse button, the objects found inside the box will begin to scan until your ship's targeting computer has reached the maximum allowed targets. I have even added a few extra progress indicator bars to the targeting panel when this operation is in motion.
You can use the ship passive scanner filter to filter the bandbox objects as well. This will make it easy to search for a particular class or type of item using the bandbox. You can also disable the filtering of the bandbox, so that the passive scan filter does NOT apply.
Mercs have a new special KEY + click command what will turn the cursor red, to indicate the Click engage mode has been activated. Once an item or object is clicked (normal or tactical mode), All selected mercs will head to that object and engage the object. Miners will mine, Combat mercs will fight. You are no longer required to scan the target first before assigning a merc to the object.
The Halloween goodies will require that you collect some candy from the smoking wreckage of fallen raiders. What you do with the candy after that, is your business... but If you've had a dose of, a freaky ghost baby... you know what to do.
BUILD 0.0082 - Fixed merc base thrust calculations with level up. - Fixed HSE mode raider clear bug on game load. - Fixed LifeSupport drain option for Campaign mode. - Fixed scan ping bug with structures. - Fixed passive scanner filter option for structures. - Fixed scan pulsespeed calculation bug with ship specials. - Fixed profession buff calculation bug. - Adjusted merc level progression - Adjusted merc level cap to 100 - Adjusted merc limitations of level bonuses. - Adjusted gamesave routine to wait in line if needed. - Adjusted color background of item selection to match ui. - Adjusted engine colors panel to become advances panel. - Adjusted ship stats code on load for better performance. - Adjusted pulse echo ping animation for better performance. - Adjusted special item description text. - Adjusted title screen UI colors for Halloween theme. - Adjusted Law Enforcement behaviors for stray shots. - Adjusted mission completion code for better performance. - Added warning message for fabricator overload. - Added the ability to select and drag multiple items. - Added ability to move multiple items from assorted locations. - Added multi-drag items for selling at station market. - Added multi-drag fail safe for missing items. - Added ability to rename ship. - Added bandbox ability using CTRL and click-drag. - Added ability to select multiple mercs using bandbox. - Added option to toggle passive scan filters on bandbox. - Added passive pulse scan speed to bandbox lock speed. - Added bandbox speed to match pulse scan speed. - Added mouse indicator for bandbox pulse scan. - Added special Halloween event, and items. - Added special Halloween loot drops to all raiders. * HALLOWEEN EVENT CLUE * If you've had a dose of, a freaky ghost baby.
Visit the Official Website. http://AstroxImperium.com