Astrox Imperium Devlog 105
This update introduces the Quest system that ties together missions for storyline advancement. I have also made a number of changes to various game panels that now allow for sorting info in ascending and descending order.
I have added new info to kill pilot and kill recover missions that now show the target faction, and the current rating for that target faction in addition to the benefactor faction.
Build 0.0140
- Fixed structure effect range on warpgate generator.
- Fixed station services images to load correctly with new MOD folder access.
- Fixed bug with drone registering a null reference when docked at station and managing drones.
- Fixed MOD folder path bug for the pilot journal when using the active scanner module.
- Fixed engine scaling issue in ship editor and in game. Engine effects now properly scale with the engine mesh.
- Fixed mouseover hotspot on scripting editor main buttons rollover highlights.
- Fixed missing texture from bad MOD image on bookmark editing screen on the Journal panel.
- Fixed spelling on warpgate activation notification.
- Adjusted spacing layout for Journal panel and Pilot panel main horizontal navigation buttons.
- Adjusted market base calculation values for supply and demand items.
- Adjusted Modtools Menu layout.
- Adjusted radial menu for ship hud to close on right click as well as the standard left click.
- Adjusted title screen background panel for better clarity of text and font contrast.
- Adjusted university skills list layout for better clarity on current skill level, what level is being trained, and how long left to train.
- Adjusted station interior layouts on stations interiors B and C.
- Adjusted Scripting Editor list item blocks. Now shows block labels much larger for custom identification.
- Adjusted a number of engine textures and particle effects for afterburners.
- Adjusted missions overview tab on the Pilot Panel to include new layout data for quest missions.
- Adjusted the way missions choose targeted factions for scan, kill, and kill recover missions. These now align with faction chart.
- Added Ascending and Descending sorting for Ship Cargo panel. (Order by Name, Class, Level, Price, Qty)
- Added Ascending and Descending sorting for Ship Targeting panel. (Order by Name, Distance, Damage, Type, Level, Time Stamp)
_ Added Ascending and Descending sorting for the Pilot panel Skills tab. (Order by Name, Type, Class and Level of training)
- Added Ascending and Descending sorting for Market panel.
- Added Ascending and Descending sorting for Mission panel.
- Added Ascending and Descending sorting for Storage panel.
- Added Ascending and Descending sorting for University panel.
- Added new improved lighting to replace old placeholder volumetric lights for station interiors.
- Added improved station traffic particle effect systems. (Can be disabled in options).
- Added mousewheel zoom in and out for scripting panel in Modtools.
- Added new display info for the faction penalty when viewing Kill, Kill recover missions.
- Added Ascending and Descending sorting for Journal panel scan files. Sort by Name, Sector and Timestamp.
This took an entire rework of the code that handles how the journal files are loaded. Journal files are now preloaded into a list that can be sorted prior to displaying the information. The old timestamp list is now one of the options, but is no longer default.
- Added new Quest mechanic.
The new quest mechanic allows missions to be chained together as a whole. There is no limit to the number of missions that can be connected to form a quest.
Each mission of the quest will still retain all the functionality as normal generated missions. Credits, bonuses and special items can all be received as rewards.
Completing all missions of a quest can trigger dialog events, scripting events as well as general completion rewards. Quest missions will show up in the mission box just like the other mission do.
They will have a special orange label showing how far you have progressed thru the quest mission.
- Added Asty's intro quest. 1 single recovery mission
- Added Asty's Trial quest. 3 various supply run missions.
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Astrox Imperium DEVLOG 103 (10/22/22)
Devlog 103 covers builds 136 and 137.
The biggest addition in 137 is the new Life Support System. Life support items will now drain, giving them limited usage and requiring you to purchase new Life Support items as you progress deeper into more dangerous environments.
Once a Life Support item is installed, and the item begins to drain, you will not be able to un-install the item without losing the remain life the item had. If the item has not been used at all, it can be removed from the LS panel back into the cargo bay.
I have also added the ability to search your pilot journal for ships. This will allow you to locate a ship from any station you have visited, and then set your GPS like you would with items and skills.
A number of players were asking about the ability to change the parameters of player owned stations. This has been added in 137. You can now access a new panel under Offices called, Owner Admin.
This new owner admin panel will allow you to change the name , owner, faction, station type, interior color and dock fee. Once these changes are saved and the sector is reloaded, the station will reflect these changes. (I will be adjusting this in the future after testing).
136 features the new ability to scale the parts of the ships. This will allow you more flexibility and freedom over your ship designs. You can also scale the module slots, and this will in turn scale the module attached to that slot.
here is that music link I mentioned.
http://soundcloud.com/jacemasula
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Astrox Imperium 2022 Trailer.
New trailer for my game Astrox Imperium.
Buy on Steam:
https://store.steampowered.com/app/954870/Astrox_Imperium
Buy on GOG
https://www.gog.com/game/astrox_imperium
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Astrox Imperium DEVLOG 99 (2/7/22) #Space #SpaceSim #Openworld
Devlog 99 covers the new sandbox changes. This new system uses a grid matrix to determine placement and linkage between sectors. This also allows for better distribution of sector security and environment. Factions are now clustered together on all layouts except the spiral layout.
Build 129 has an improved ui when dealing with object selection on the main screen, tactical panel, and raw object clicks. prior to this build, all of these were providing different functionality. Now their functionality is consistent and not as confusing.
The ship orbit system has been adjusted to incorporate some of the suggestions from the discord channel. You can now adjust the max range much higher, and there is now an option to include usable objects in the orbit calculations.
Build 0.0129
- Fixed overlapping text on lounge event list when event title names are long.
- Fixed ring prop artifacts on spiral texture.
- Fixed bug with remote refinery and fabricator speed not properly calculating timer cycle.
- Fixed bug with mouse wheel scrolling on unavailable mission items in the station.
- Fixed bug causing error when clicking reload with garage open, and mousing over modules installed before reload.
- Fixed skybox color and cloud layer bug preventing proper color change when warp fx is disabled.
- Fixed bug with journal notes title text note showing overflow when ui is scaled about 1.0.
- Fixed bug with beam weapon ammo not terminating after fail collision with untagged object.
- Fixed bug when docking at structures and saving and quiting. Then game not properly proccessing dock with structure on game reload.
- Fixed warp drive bug causing instant station dock upon arrival when gps is set to station and warp drive is activavted.
- Fixed pilot skill list inventory filter for skills in 'Training'.
- Fixed university skill list filter.
- Fixed fabricator bug not removing all empty cargo items with 0 qty when cycle is complete.
- Fixed bug allow you to warp at gates, or dock with stations or structures when game is paused.
- Fixed left over missile bug when warping away from combat.
- Fixed tractor beam fx animation not connecting properly to the module turret.
- Fixed tractor beam collider size for better connection to incoming missiles, which pops them.
- Fixed duplication bug storage bug caused by bad locker id checks.
- Fixe bug where modules would continue to process internal timers while game is paused.
- Fixed move all cargo to storage from ship storage panel causing ghosted items.
- Fixed market price bug not updating price display after buying or selling item to the market.
- Fixed bug when item at station has no price modifier, and is purchased as a demand item, dropping price mod to 25 percent.
- Fixed target hud item text blocking clicks to objects behind the text.
- Adjusted mission cargo space requirements to allow accepting cargo based missions as long as your ship can carry the load.
- Adjusted station journal data to update when docking at station, in addition to docking.
- Adjusted station journal data to update live on all market transactions.
- Adjusted mission spawn collision check to reduce mission item chance of spawning inside another object.
- Adjusted a number of the ui sound fx to remove any high pitch frequency to soften the sound a little.
- Adjusted mission generator to prevent all mission types from generating in wormhole sectors.
- Adjusted ship orbiting system to allow for range from 300 - 10000 when toggled on.
- Adjusted ship default approach distance to 300m when orbit toggle is disabled.
- Adjusted npc miners to better detect when they can no longer mine a resource or salvage due to full cargo.
- Adjusted item and skill mouseover tooltip position out from under the mouse cursor.
- Adjusted refinery and fabricator max space calculations. Each now linked to half of total storage space.
- Adjusted university, storage and market sorting to prevent shuffle when parameters match.
- Adjusted Tractor beam module to no longer pull on an upgrading structure. The structure must complete it's upgrade first.
- Adjusted Tractor Drones to no longer pull on an upgrading structure. The structure must complete it's upgrade first.
- Adjusted GPS pathfinding system for better performance. (Thanks Amphos for all your help!)
- Adjusted single click and double click autopilot options.
- Adjusted missile launcher sequence to space out rapid launch to span 75% of the cycle rate.
- Adjusted missile target warhead activation pull on target.
- Adjusted all missile damage modifiers.
- Adjusted market supply and demand table to show proper number formats for all range of prices.
- Adjusted double click of object outside of it's target hud display to only autopilot IF double click autopilot is turned on.
- Adjusted double click of object outside of it's target hud will no longer force autopilot to target when autopilot to target is off.
- Adjusted tactical hud overlay buttons to function the same as objects and target hud buttons.
(only clicking the hud icon with single click will activate autopilot to target).
- Added Refinery and Fabricator space readout text to the station storage panel overview.
- Added small dot icons for tactical view on unscanned resources when tactical override is active.
- Added in between selection on all inventory panels when using shift click.
- Added ctrl + a click to select all items in an inventory panel.
- Added new ship orbit system to detect warpgate, stations, crates and structures, and ignore orbit distance settings and default to 300m.
- Added orbit toggle and orbit override for usable objects now shows notification popup when toggled.
- Added ability to edit orbit distance manually by typing in an integer from 300 to 10000.
- Added all orbit data to new player saves, loading, and save functions.
(Old pilot saves will require orbit_data line to be manually added.)
- Added new ship trail material to prevent trail slicing when camera is directly behind the ship.
- Added auto targeting for all non parent function drones. Repair and defense drones ignore targets and stay with parent ship.
- Added new sandbox layout modes.
- Added sector faction blob for all sandbox games, creating pockets of faction types.
- Added sector security blob for all sandbox generated games, central sectors are secure.
- Added sector life support environment blob for all sandbox generated games, central sectors are safe.
- Added the ability to load and save seeds to the sandbox generator.
- Added player_options.txt parameter for OPTIONS_camlock_cinematic to prevent black bars when in pilot or camlock mode.
- Added mouse left click steering for camlock mode.
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Astrox Imperium DEVLOG 98 (1/18/22) #Spacegame #SpaceSim #Openworld
Build 128 introduces the ability to save and load presets in the sandbox.You can now save the settings you wanted to try, and if you need to make changes, you are not forced to remember what you selected previously. I have also added a (Default) preset, in case you make some changes and want to reset the sandbox without having to load the title screen.
I also made some changes to improve the marketplace. These changes now make the player interaction with the markets feel more alive. When supplying goods that are in demand, the qty of items will remain in the station market. Over time these items will slow deplete based on the sector's economic rating, and how long it has been since your last visit to that market. In build 128, NPC traders will seek out those large profit margins just like you. If you are too greedy, you may find they supplied the station before you did, thus undercutting you and taking the small profit margin for themselves. When this happen, the 'out of stock item' will become 'stocked' and the price will begin to fall, as the demand is fulfilled. Only when the item runs out, will the price begin to rise again. This prevents 'gaming' a lucky sandbox galaxy where one station supplies the demand for the other station, which happens to be very close.
I have also adjusted all combat ammunition to freeze in space when the game is paused, preventing that last shot from killing you while paused.
0.0128a
* Fixed memory Leak on sandbox textures when scrolling through faces, factions and professions.
* Fixed hidden player ship options.
- Fixed bug with drone range ship bonuses not being applied to drone range stat.
- Fixed bug allowing you to use duplicate pilot name in sandbox, causing error.
- Fixed a few small spelling errors, item descriptions.
- Fixed items names of life support items levels 5-10.
- Fixed merc command list panel Toggle Tactical Stance button.
- Fixed garage mouse wheel scrolling bug that allows camera zoom when mousing over other ui panels.
- Fixed missing image for ecm-demi npc carrier.
- Fixed bug causing bad modules from npc ships to throw error.
- Fixed all npc ships and removed unwanted old modules and database id links to special items.
- Fixed bug causing cargo inventory to duplicate strange items after inventory error caused by crates with bad item ids.
- Fixed texture flicker bug causing small cluster rocks to ignore triplanular shader offsets.
- Fixed resource mining event asteroids from ignoring gamespeed when orbiting center of sector.
- Fixed npc miners without salvage modules trying to harvest salvage with mining lasers.
- Fixed overlapping bug caused on market by multidrag selling while buy order details open causing overlap.
- Fixed bug on university readout not showing the correct number of skill points available after training a skill.
- Fixed bug showing leftover tactical rings on map while warping with tactical sensors on.
- Fixed bug where merc is left in station panel when assigning to service.
- Fixed a bunch grammatical errors on the sandbox options descriptions.
- Fixed bug with power cable connection distance not properly set to ring range in tactical.
- Fixed short distance bug preventing transport mercs from grabbing ore from silos depending on angle of approach.
- Fixed bug with merc getting confused with transport and mining mercs when structure is super close to station.
- Adjusted a few los res textures for higher level resources.
- Adjusted torpedo modules in items_database for range and number of torps fired per cycle.
- Adjusted mining merc to look for the closest silo with free space available.
- Adjusted all sandbox coloration setting for generation of skybox colors and props.
- Adjusted missile damage for all missile ammunition in the item_database.txt.
- Adjusted torpedo damage for all torpedo ammunition in the item_database.txt.
- Adjusted skybox bubble size. Increased to twice the size to prevent prop overlap.
- Adjusted all combat ammo for combat module to stop mid flight when pausing the game.
- Added planet generation into the sandbox generation routine.
- Added market function that will allow NPCs to fill demand orders for profit when markup gets too high.
- Added all new props and distribution calculations for all props in sandbox generator.
- Added new sandbox panel for sandbox settings to the sandbox menu bar.
- Added new ability to cancel a warpgate request while the warpgate is charging.
- Added cancel warp button to targeting panel target display box when gate is charging.
- Added lifetime variable to torpedo ammunition. Is now set from items_database.
- Added new sandbox feature allowing you to save the current settings you have selected into a presets file.
- Added feature allowing you to load previously saved settings into the sandbox generator.
- Added mousewheel scrolling to garage ship details overview panel.
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Astrox Imperium DEVLOG 97 (1/7/22) #Spacegame #SpaceSim #Openworld
Build 0.0127
- Fixed LS calculation for buffs on individual ls skills.
- Fixed skill point rewards for structure npc based missions.
- Fixed raider loot drop bug preventing special items from raider loot drops.
- Fixed salvage harvest id items for levels 5-10 salvage resources.
- Fixed bug causing active scanner error when scanning resources and stations.
- Fixed bug in shipyard not showing correct sell pricing on both ship button and mouse over.
- Fixed shipyard sell ship bug not refreshing highlight bar position onto ship dock button.
- Fixed shipyard buy ship bug not refreshing highlight bar position onto ship dock button.
- Fixed bug showing pilot widescreen bars when in galaxy map.
- Fixed bug allowing for y axis camera control by triggering keyboard steering and left click hold.
- Fixed bug with module swapping causing 2 sound fx to play at once.
- Fixed bug preventing you from module swapping if you didnt have space available in cargo.
- Fixed bug preventing non item related missions from displaying in station missions panel.
- Fixed bug preventing bad station data from loading improperly causing index error.
- Fixed and reworked the way that recover mission crates are generated.
- Fixed and reworked the way that kill recover mission crates are generated.
- Fixed bug causing damage effect particle system to remain attached to the ship after expiration.
- Fixed bad scripting link in hideout structure.
- Fixed bug with auto transport mercs getting confused with autotask transports when silo is super close to station.
- Fixed mission complete status for recovery crate missions, crate will repawn only remaining mission contents.
The objective is completed when last required item is removed from crate.
Mission is complete when all items are gather and returned to mission destination.
- Fixed kill recovery missions. Once pilot is killed, crate will respawn until remaining mission contents cleared.
The objective is complete once the last required item is taken from crate.
Mission is complete when all items are gather and returned to mission destination.
- Removed END key binding for debug panel. (Number lock minus will open debug).
- Fixed bookmark keylock bug, locking ship steering if opening bookmark while steering manually.
- Adjusted market sell base rate margin for better chance of profit selling.
- Adjusted shipyard base sell rate for used ships.
- Adjusted station service robot AI for ship repairs animation.
- Adjusted raider loot table for better drop chances.
- Adjusted npc ship modules to remove and replace bad ids left from new database build in 126.
- Adjusted npc ship cargo to remove and replace bad ids left from new database build in 126.
- Adjusted ship damage fx worldspace and duration time for particle system fx.
- Adjusted all merc modules and cargo.
- Adjusted merc levels, payroll costs, and faction requirements.
- Adjusted basic intro tutorial text.
- Adjusted basic combat tutorial text.
- Added new procedural planetoid objects that are generated and loaded for data seed.
A few test planets have been placed on a number of campaign sectors. These are just props atm, and have no functionality, yet.
- Added a number of test planets to central sectors around the campaign map for testing.
- Added new planet shader to allow animated textures for planetoid surface and atmosphere. (what is being tested)
- Added new animated rings option to planetoid object.
- Added terrain base textures, masks, secondary terrain textures and normal maps.
- Added cloud textures and normal maps for planetoid atmosphere.
- Added ring textures and normal maps.
- Added cluster sphere object to parent all cluster resources for map editing.
- Added 3d widget tool for map editing object movement and placement using drag and drop.
- Added life support recharge script to medical facility structure script.
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Astrox Imperium (95) #Spacegame #Indiegame
Visit the Official Website.
http://AstroxImperium.com
Nikola Tesla would buy 3 copies!
https://store.steampowered.com/app/954870/Astrox_Imperium/
https://www.gog.com/game/astrox_imperium
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