This update features a few nice Quality of Life improvements, along with a large number of bug fixes and tweaks. The first new feature is the ability to resize the icons in the cargo panel. With options for Large , medium, small, and horizontal text list. This is something I have been wanting to figure out for sometime now. I will be adding this setting into the player pilot options once I get everything nailed down.
I also added a timer to the chat dialog HUD button. This will show you a countdown in seconds that represent how long you will have to wait until they are ready to talk again. This is mainly for chat missions, as some players were confused as to why they could no longer chat with the npc pilot.
BUILD 0.0081 - Fixed mission header bar horizontal scaling. - Fixed double mission listing bug. - Fixed item count display bug on cargo panel. - Fixed storage count display bug on storage panel. - Fixed duplicate inventory space bug in fabricator. - Fixed mercs attempting to mine salvage. - Fixed sandbox crit hit and crit mod options. - Fixed sandbox resource rarity slider bug. - Fixed XP bug caused by sell orders. - Fixed tactical refresh bug for mission objects. - Fixed warp fuel calc bug with 2d 3d map views. - Fixed bad hotkey display for passive scan pulse. - Fixed profession bonus display stats on garage items. - Fixed double university skill refresh bug. - Fixed mission message bug not showing others completed. - Fixed skill display for Max targets, missions, mercs. - Fixed alt drag from storage to fabricator refresh. - Fixed capacity text display in fabricator. - Fixed save docking bug at all structures. - Fixed load save bug when docked at mission structure. - Fixed drag qty button colors to match UI colors. - Fixed text bug from scaled UI on shipyard panel. - Adjusted Ship skill class into SHIP and PILOT skills. - Adjusted garage mouse over item text sizing. - Adjusted ship thrust ramp up speed for better nav. - Adjusted ship speed display for meters per second. - Adjusted ship dock distance for stations. - Adjusted skill buff function for better performance. - Adjusted sandbox station base level from 0 to 1 - Adjusted mission specific npcs, no more ecm cloaking. - Adjusted market buy and sell item price mod values. - Adjusted ship to require 1 point of energy to thrust. - Adjusted save and load code for better performance. - Adjusted shipyard lighting on ship carousel. - Adjusted Toggle all panels open to include missions. - Adjusted shipyard ships UI size and display. - Adjusted the shipyard camera to allow full rotation. - Added chat mission timer to NPC target hud. - Added sorting for skill class in university. - Added new skill PILOT class into university sorting. - Added descriptions to all mining modules items. - Added ECM engine malfunction text to speed bar. - Added capacity max limit to fabricator inventory. - Added ability to adjust item icon sizes in cargo. - Added Halloween title screen.
Devlog 60 (Build 78)
[previewyoutube="7vJpZPWSLfc;full"]
This video features a new addition to the game, the ability to warp from one sector to another, without the use of warpgates. I have added 3 new passive modules into the game. The Basic, Improved, and Advanced warp drives. These modules do not require any special skills. They are quite expensive and can only be found in a dozen or so stations throughout the campaign map. These modules will be distributed more frequently in the sandbox mode.
To use the warp drive, you will need to gather some fuel. Currently there is only one type of fuel in the game, and that is Electron Orbs. You can now harvest these rare orbs using your regular mining beams. The number of orbs that are required are based on the distance between the sectors. Longer distances will require more fuel.
Each warpdrive has a fuel efficiency rating. Higher values represent a more efficient drive, and thus will require less fuel to complete the jump. You can access the warp drive UI from the galaxy map.
I have also made some major changes to the market system. I have not changed any of the Buy and Sell order mechanics. These changes are focused solely on the regular items on the market.
Markets are now more conventional, with the economic system directly influenced by the purchasing and selling of these regular market items. I will be making small tweaks and changes as needed, so let me know if you run into any issues with the new market system.
If you have any issues, let me know asap :) gl and hf eveyone.
BUILD 0.0078 - Fixed galaxy map toggle button last zoom distance. - Fixed missing ship icon for icon_constellation.png - Fixed GameSpeed and Emergency Life Support timer. - Fixed credits log bug when aborting tutorial missions. - Fixed duplicate sector name bug in sandbox. - Fixed cargo storage panel bug on stations without storage. - Fixed max mercs formation bug. - Adjusted merc formations for escorts. - Adjusted the Cops hostility towards random, untargeted shots. - Adjusted the Cops AI to recognize who is currently targeting. - Adjusted the Cops reaction time to emergency calls from npcs. - Adjusted Vsync and framerate config on title screen. - Adjusted Mission details to warn you about low cargo space. - Adjusted raider spawn trigger, now based on global timer. - Adjusted raider global timer for sector security. - Adjusted raider AI targeting selection. - Adjusted max raider spawn count to sector security level. - Adjusted raider spawn point distance based on security level. - Adjusted sector name generator in sandbox. - Adjusted campaign market buy profit bonus to 10%. - Adjusted campaign market sell profit bonus to 10%. - Adjusted pricing calculations for all market item sales. - Adjusted markets to remove all duplicate items. - Added 3 passive warp drive modules to the item database. - Added new model and texture for Electron orb resource. - Added warp ability to ship objects. - Added warp UI to galaxy map, shows distance and fuel req. - Added warning message when warp drive fuel is low. - Added warp complete notification with details. - Added warp drive modules to various campaign station markets.
Build 77, and New Video.
[previewyoutube="_tDNuoMDAdg;full"]
In this video, I go behind the scenes with FL studio 20 to show some of the process and methods I use when composing space music. I cover the overall layout, a few of the software synths, and how I link up and use a midi controller to adjust the software synth with a physical keyboard.
I really enjoyed recording this video, so if you have any questions, comments, or suggestions. hit me up down below. Also, please note that I am not a sound engineer. I just do what I can with what I have. If you notice that I am doing something ass backwards, please don't hesitate to school me :)
Check out some Astrox tracks, and other unrelated music on my soundcloud page. https://soundcloud.com/jacemasula
BUILD 0.0077 - Fixed market exploit bug. - Fixed targeting scan speed not being modified by gamespeed. - Fixed player ship turning during game pause. - Fixed npc ships moving during game pause. - Fixed event text showing (PERSON_2) in news. - Fixed beam weapon fx losing focus on target. - Fixed saved game when dead bug. - Fixed special drone bay garage uninstall bug. - Fixed merc cargo market drag game crash bug. - Fixed max armor bug when purchasing new ship. - Adjusted beam weapon to smoothly follow target after strike. - Adjusted intro text size and background color. - Adjusted mouse sensitivity limits on the game options panel. - Added pause into gamespeed bracket hotkeys cycle.
glhf :)
Devlog 59 (Build 74-76)
[previewyoutube="HcpYTnj5v9U;full"]
BUILD 0.0076 - Fixed bad name in station name file. - Fixed hangar side scroll button alignment anchors. - Adjusted hangar side scroll button sizes. - Adjusted the garage mobility slider min / max. - Adjusted station interior structures layout. - Adjusted and improved interior structure texture. - Adjusted FOV for station interior camera. - Adjusted and improved market inventory display code. - Adjusted min level for mission generation. - Adjusted station layout and lighting. - Updated Unity engine to 2019.2.4f1 - Added traffic particles to station interior. - Added new Plasite ore model and texture. - Added new indicator for module elevation in garage. - Added improved detail 4k textures to all ship parts.
0.0075a * Hotfix for storage panel bug.
0.0075 - Fixed background mouse over image on command panel drones. - Fixed special item bonus value for passive drone modules. - Fixed special item bonus value for passive targeting modules. - Fixed bug preventing uninstalling bad special passive modules. - Fixed storage space available calculation bug. - Fixed showing both storage bays at the same time. - Fixed module display data for ECM modules. - Fixed module elevation rendering on individual turrets. - Fixed background highlight for garage special items. - Fixed energy recharge bug due to bad sandbox calculation. - Fixed shield recharge bug from bad sandbox calculation. - Fixed fabrication base speed calculation. - Fixed right click garage item bug on empty slots. - Adjusted mesh combine script for all turrets. - Adjusted all storage inventory code for faster performance. - Adjusted the sorting of inventory items to retain position. - Adjusted module rotation code to detect vertical orientation. - Adjusted turret targeting for better performance. - Added partial transfer from NPC cargo to Refinery. - Added partial transfer from SHIP cargo to Refinery. - Added partial transfer from STORAGE to Refinery. - Added partial transfer from SHIP cargo to Storage. - Added improved slider control to module rotation. - Added slider for module mobility adjustments.
0.0074 - Fixed merc list panel refresh bug upon merc hire. - Fixed merc list panel refresh for activating merc. - Fixed merc list panel refresh for deactivating merc. - Fixed bug allowing cargo click of deactive merc. - Fixed modtools defaulting to item editor. - Fixed drone mouse over bug in command panel. - Fixed out of stock bug in event generator. - Fixed beam module energy buff caluculation bug. - Adjusted item mouse over display. - Adjusted bg image for all item types. - Adjusted the sector lighting generation code for sandbox. - Adjusted background skybox lighting. - Adjusted economic qty modifier in the event generator. - Adjusted mercs to no longer carry unusable drones. - Added new model and texture for Torim ore. - Added merc de-active indicator to station merc list. - Added toggle buttons for open and close all panels.
Devlog 58 (Builds 72 - 73)
https://www.youtube.com/watch?v=xjtIABZDDs4
BUILD 0.0073
- Fixed sandbox bug not properly distributing drone skills.
- Fixed cutoff text on item descriptions in market display.
- Adjusted code that deal with faction drops for NPC kills.
BUILD 0.0072
- Fixed energy recharge exploit when swapping ships.
- Fixed HSE gamemode undock bug clearing of sector.
- Fixed 2 character limit prefab id in item editor.
- Fixed 0 price sell order bug.
- Fixed mouseover bg sizing bug.
- Fixed engine color bug panel bug overlapping.
- Fixed mis-aligned texture on large adamyte rocks.
- Adjusted mission generator to prevent recovering ammo.
- Adjusted the item Mouseovers to include the item state.
- Adjusted formation code to make the mercs behave.
- Adjusted overall light generation for sectors in sandbox.
- Adjusted the new campaign, sandbox, saves with db file.
- Adjusted the markets to allow for buy / sell of special items.
- Adjusted station merc panel position to allow for easy access.
- Adjusted layout and colors of BUY and SELL item windows.
- Added input fields for QTY in station markets.
- Added new special items database file to player save folders.
- Added new special items generator to raider loot drops.
- Added new special_items.txt for modding special item drops.
- Added Active modules to special raider loot drops.
- Added Passive modules to special raider loot drops.
- Added hotkeys '[' and ']' to control game speed.
- Added notifications for gamespeed hotkeys.
The main gist of this update is the addition of the new special items. Veterans of the original Astrox HSE will remember the Rare, Epic, and Artifact items. All game modes will provide this new feature. The game will automatically adjust any existing saved games so that the new items will appear.
Currently, you CAN sell these items on the market, and you can REBUY them, but the markets will NOT generate special items. Missions however will. You may find yourself facing a tough choice over failing a mission to keep the transport item.
MOD STUFF
Here is how the generation is currently working. There is a 20% chance that a raider will attempt to drop a special item. If this attempt is successful, the new file located in the objects folder (special_items.txt) will be used to determine if and what type of special item will be dropped.
There are 2 types of special items at this point. The Active modules, and the Passive modules. Active modules make use of the LUCK variable in the special_items.txt file. Each Active module has 7 attributes that can be modified. The LUCK factor will determine how many of these attributes will receive a boost. Artifact items will have a much higher chance of boosting multiple attributes, where Rare items will be lucky to have more than 1 boosted attribute.
Colors are currently unused, but will so color the text of these special items wherever they are displayed.
Devlog 57 , New engine colors and stuff!
https://www.youtube.com/watch?v=2Vt5x4FSPOA
In this video, I cover the new addition of the Passive Scanner Filter. This filter will allow you select what items will be added to the targeting panel when your passive pulse scan hits an object. This will make it much easier to grab new combat targets, crates, junk, or whatever you are looking to scan, without having to constantly remove the targets you don't want.
I also added the beginnings of the custom ship options in the garage. The first of these is the ability to adjust the colors of your ship's engines. You are provide with 4 sliders, that give you the ability to change the R G B A of the ship engine color.
There has been a major overhaul to the collision detection system. This has greatly improved the performance of the CPU during heavy combat with lots of ships. I will continue to replace the old collision detection systems used elsewhere in the game.
Special thanks to my new German friends! I can't thank you all enough for the continued support.
Visit the Official Website.
http://AstroxImperium.com
Devlog 56 ( New HSE Game mode! ) build 69
https://www.youtube.com/watch?v=YXpLBxu7850
I have made a few QoL additions to the module main bar. You can now mouse over the module target, to select any active target you currently have locked. This QoL feature will remove the need to mitigate your targeting sequence, and allow your to freely select targets for each module without adjusting your autopilot.
I have also made a few changes to the SHOW UNEXPLORED SECTORS in the sandbox options. Now, when this option is set to true, unexplored sectors will be shown on the map with a small grey dot. You will not be able to use the GPS system to navigate to any unexplored sectors that is more than 1 jump away from an explored sector. These sectors are marked with a green dot, and you are permitted to use the GPS to explore the location.
This video show off the new 'HSE Original' game mode for the new sandbox. You can now choose to play with a specific set of rules and conditions that emulate the original Astrox (Hostile Space Excavation).
Original HSE (Hostile Space Excavation)
This game mode will emulate the original Astrox (Hostile Space Excavation) game play. Your progression will be limited, and the items, raiders, and dangers will scale as you work your way through the galaxy. This game mode provides you a linear goal, with a clear and simple objective.
Rules
1) You must clear the current sector of the raider infestation until you are permitted to warp to the next sector. All of the warpgates will remain locked, until you clear the sector of all threats and dangers.
2) Once all of the map raiders have been dispatch, an officer will appear with a few backup raiders. You will be required to destroy the officer and his escorts before the sector is considered CLEAR.
3) When the sector has been cleared, raiders will no longer spawn on the map, and you will receive a bonus that scales with each sector.
4) When all sectors have been cleared, a super boss will spawn. Defeat the boss to win the game.
Objective
This game mode will require that you clear each and every sector on the map. Once you clear the final sector, a special boss will appear. Defeating this boss is final condition for game victory.
BUILD 0.0069
* Fixed BSB bug dealing with bad item ids from mods.
* Fixed bug dealing with sandbox and raider spawn table.
* Fixed sandbox generator spawning ore in low sectors.
* Fixed options bloom value save bug.
* Fixed bug that stop modules when skill training completes.
* Fixed durability display bug on module mouse over.
* Adjusted laser ammo collider box size.
* Adjusted WALLPAPER code for sandbox for max screenshots.
* Adjusted Sandbox asset loading sequence.
* Adjusted law enforcement to ignore HSE game mode.
* Added frame rate limiter to sandbox, title, and new campaign.
* Added new module targeting overlay mouseover.
* Added gamemode sector data to generator.
* Added new description format for gamemodes.
* Added new gamemode desc files in object folder.
* Added HSE gamemode to sandbox.
* Added HSE gamemode bonus to map clearing.
New sandbox mode! (Build 0.066)
As many of you know, I have been working on the sandbox mode for a couple months now. I am happy to announce the first alpha version is ready for a beat down. There are about 90 options to play with, and I do plan to add additional sliders , categories and such as we find holes.
So here is the plan...I wanted to take a week or so to address any issues that might pop up (and they will), with what I currently have. I did manage to code the HSE game mode, but I ran into some issues in the final hour, and decided to disable that while I work on polishing up the sandbox.
Once I get that nailed down, I will finish up the HSE mode, and perhaps a second mode. Then we test that. I plan on spending the rest of the summer focused on the sandbox, instead of shifting into the storyline right away.
I did manage to address the funky GPS... I have spent some time reworking most of the code, and even adding a few QoL things. Anyway, be sure to report all sandbox bugs with as much info as you can provide.
I will be posting daily updates for the next couple days to address any major issues, and tweaks to the slider values.
BUILD 0.0066
* Removed old unused files and icons.
* Fixed 2 bad mission tags showing SECOTR_1.
* Fixed parsing of warpgate IDs when generating galaxy.
* Fixed GPS display bug showing wrong text colors.
* Fixed GPS selection bug / deselect bug.
* Fixed GPS line markers to properly display line colors.
* Fixed merc funeral cost bug.
* Fixed UI button sounds for sandbox and new campaign.
* Fixed game speed slider bug.
* Fixed character face selection bug with female heads.
* Fixed overlap bug with active fabricator and refinery.
* Fixed bug with active fabricator and garage.
* Adjusted Galaxy map to show lines to unexplored sectors.
* Adjusted GPS code for better performance thru large maps.
* Adjusted how GPS code pathfinds thru the galaxy.
* Adjusted player options file to retain sandbox settings.
* Adjusted event generator to include type frequency.
* Adjusted economic event generator frequency.
* Added GPS line animation to connection lines from location.
* Added new types to events database file.
* Added new GPS indicator line for better visibility.
* Added structures to station interior.
* Added Sandbox Gamemode FREEPLAY
- HSE gamemode in testing, coming asap!
* Added Sandbox options for galaxy generation.
* Added multiple layouts for galaxy generation.
* Added 90+ sliders for all generation options.
Astrox Imperium (Behind The Scenes) with momoguru.
I promised that I would get around to doing a 'behind the scenes' video. I know I waited way to long to do the first one, but here it is. Hope you enjoy this format, if you do, I will make more of these.
https://www.youtube.com/watch?v=rp3_Nk2ml7M
Astrox Imperium DEVLOG video 54 (build 63)
https://www.youtube.com/watch?v=NOM5Vz0F-rM
This video features the addition of the new tool tips for all items in the game. These new tool tips will break down the details of what make that item special.
I have also added search functionality to a few of the station services. The Market, the University, and the Missions contracts now offer the ability to search for custom text strings. This will make it much easy to find the items, skills and missions your are look for.
I will continue to wrestle the sliders that are the upcoming sandbox mode... I am hoping to dedicate a whole video to just that, so I wanted to post these changes before that happens.
Anyway, happy space mining, I'll see ya in about 10 day or do with a new video and game update.
BUILD 0.0063
* Fixed fabricator item duplication bug.
* Fixed multiple mission turn in msgbox bug.
* Fixed mission storage service bug.
* Fixed market BUY slider to calc cargo space for max.
* Fixed slider display bug with 0 qty.
* Fixed mining XP scaling bug.
* Fixed bookmark text hotkey bug.
* Fixed ship special stats bug for cycle rate.
* Fixed ship special stats bug for energy use.
* Fixed mining laser center position for model 5.
* Fixed morale loss for defending miners and transports.
* Fixed profession stats bug when skill is trained.
* Adjust reduction of ore value based on miner level.
* Adjusted scrollview clamp on all station services.
* Adjusted 2 modslots on pirate_carrier, dead turret bug.
* Adjusted market item display routine.
* Adjusted market display information for market list items.
* Adjusted market mouse over data to include new details.
* Adjusted market sell item UI anchors.
* Adjusted mining XP calculation formula.
* Adjusted formation lock icon toggle color.
* Added button to toggle number of market items per page.
* Added Mission filtering to the station missions panel.
* Added error checking for market buying 0 qty.
* Added NPC ship loot drops.
* Added new mouse over item tooltip format.
* Added additional mouse over data for module items.
* Added additional mouse over data for drone items.
* Added additional mouse over data for bomb items.
* Added additional mouse over data for spec documents.
* Added additional mouse over data for Ammo.
* Added additional mouse over data for Ore.
* Added toggle HOTKEY for Journal.
* Added Journal HOTKEY in new player_options.txt file.
* Added Journal hotkey to OPTIONS hotkeys panel.
* Added Search functionality to the station Market.
* Added Search functionality to the station Univeristy.
* Added Search functionality to the station Missions.