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high rated
BUILD 0.0111a
- Hotfix bug with specials pruning bad crate code in sector file.
Post edited February 03, 2021 by Skess01
high rated
BUILD 0.0111b
- Hotfix bug undock with station panel still active.
- Fixed bug exploit with NPC cargo and ship side storage panel.
- Fixed bug where music don't loop thru tracks on new campaign screen.
- Fixed issue with bad background event data when generating events.
- Adjusted market economic mechanic when sell items with no demand.
- Adjusted load module code to prevent bad ID numbers from edited DB.
Post edited February 03, 2021 by Skess01
high rated
BUILD 0.0112
- Fixed market item duplication bug when rapid double clicking sort icons.
- Fixed market sort code conflicting with active refinery or fabricator coroutines.
- Fixed market sort code conflicting with active save game coroutine.
- Fixed negative cycle rate buff adjustments to all modules.
- Fixed negative energy usage buff adjustments to all modules.
- Fixed bad event data in economic restock event.
- Fixed storage item count display bug not showing items and lockers.
- Fixed drone out of range indicator bug when docking.
- Fixed bug allowing your ship to briefly move when game is paused.
- Fixed bug allowing npcs ships and mercs to briefly move when game is paused.
- Fixed bug allowing station cars to move when game is paused.
- Fixed merc bug preventing aggressive stance when click targeting with alt.
- Fixed friendly fire bug with mercs when targeting structures.
- Fixed merc formation lock bug causing merc to jump to formation position.
- Fixed bug allowing sector traffic to move when game is paused.
- Fixed crate drop from ship not showing in tactical when tactical active.
- Fixed a few bad stat caluclations on the shipyard comparision stats display.
- Fixed storage lag bug when dragging large qty to locker.
- Adjusted all 10 Tractor Beam stats and values.
- Adjusted market list and inventory code for better performance.
- Adjusted event file to include level caps in event_value_3 for ADJUST_HANGAR events.
- Adjusted a number of component prices and stats in the items database.
- Adjusted the refinery code that handles the breakdown of modules into components.
- Adjusted all salvager modules stats for more balanced income vs mining.
- Adjusted salvage beam particle effect and color.
- Adjusted activate ship code to apply additional armor points based on bonuses.
- Adjusted activate ship code to apply armor repairs and fees prior to ship swap.
- Adjusted sandbox generator for mission events in sandbox games.
- Adjusted inventory code for refinery and fabricator and storage improved speed.
- Adjusted base storage space modifier for station storage lease space bonus.
- Added autoload ammo for all modules when ship is loaded or module is installed.
- Added new descriptions to the tractor beams.
- Added ship level stat to all player ships.
- Added new event system to generate ships in station shipyard hangar.
- Added HOTKEY toggles for all modules buttons. (1-10) and ALT(11-20).
- Added newer and missing larger ships to campaign station shipyard hangars.
- Added new button on cargo storage bar to transfer all cargo to storage.
- Added ability for all salvager modules to recover items, modules, and specials.
Post edited February 03, 2021 by Skess01
high rated
BUILD 0.0112a
- Hotfix for bad skill level req for all ships.
Post edited February 03, 2021 by Skess01
high rated
From Jace Masula's Youtube channel:

https://www.youtube.com/watch?v=OL-LqIQPa28

Astrox Imperium DEVLOG 87 (2/25/21)

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

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

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

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

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

You now have the ability to toggle modules using hotkeys. 1-10 and alt 1-10 for a max of 20 hotkey toggles. These cannot be changed atm.
BUILD 0.0113
- Fixed bug with modded ships and bad paths causing blackscreen.
- Fixed generateSpecialItem index out of range error.
- Fixed a few spelling errors on mission text.
- Fixed bug with structure timer and skills not calculating properly.
- Fixed bug causing new structures to save as dead structures.
- Fixed bug causing construction platform to vanish during upgrade.
- Fixed sandbox station level calculation bug.
- Fixed gametimer bug causing improper structure upgrade calculations.
- Fixed ammo destruction timer bug preventing max range on some turrets.
- Fixed law enforcment targeting bug on hostile npc ships toward player.
- Fixed bug when pilot view is active and switching to camera lock.
- Fixed range issue with a few modules not calculating despawning of projectiles.
- Fixed bug with camera follow and while switching tactical
- Adjusted ship model to no longer render to camera while in pilot view.
- Adjusted missile AI for better connection with target when closing distance.
- Adjusted npc ship AI to use faction battles.
- Adjusted npc ship pathfinding AI for better performance.
- Adjusted sandbox station generation code for better progression thru sandbox stations.
- Adjusted title screen from 3d scene to in game screenshots slideshow.
- Adjusted pilot continue panel UI and text level display.
- Adjusted all campaign sector files to include event_type data for all newgames.
- Adjusted sandbox sector files generation to include event_type data for all newgames.
- Added color information to the faction_database.txt file (new games).
- Added Db item error checking on generateSpecialItem script.
- Added 4 new missions that reward more skill points than credits.
- Added 4 new npc interactions for good standing npcs that spawn sp missions.
- Added skillbooks to the usable items script. adds SP to the pilot when used.
- Added 3 new usable Skillbook items to the database.
- Added new skillbook items to raider loot drop table.
- Added active event system to sector files using the background event generator.
- Added new faction war active event that spawns npc faction battles.
- Added active event timer to the sector event data in the sector files.
- Added war npcs that target player ships if faction matches war target.
- Added new physics layer for war npc ships and their ammo.
- Added unique icons for all ship classes in the tactical overlay.
- Added faction coloration to the tactical overlay. (reqs updated faction file).
- Added faction information to the NPC merc panel.

BUILD 0.0113a
- Hotfix for bad SECTOR event causing load error.
Post edited March 23, 2021 by Skess01
high rated
From Jace Masula's Youtube channel:

https://www.youtube.com/watch?v=b1YHCSpAUis

Astrox Imperium DEVLOG 88 (3/13/21)

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

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

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

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

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

Fixed a few issues with the sandbox market generation, so that should be working properly and as intended. Fixed a bunch of small bugs as usual, but hopefully squashed the zombie raider bug once and for all. Thanks to justaname for the help! Let me know if you run into any issues with either of these fixes.
BUILD 0.0114
- Fixed spelling error in pirate_frigate_3 file.
- Fixed base armor stat on recon carrier, and npc recon carrier.
- Fixed generateSpecialItem script to prevent bad index when existing specials are null.
- Fixed bug when generating special item attribute cycle rate.
- Fixed Civil Housing Facility station type supply and demand duplicates.
- Fixed ammo cycle and preload functions to prevent ghost ammo bug.
- Fixed tactical refresh on npc dock and undock when tactical is open.
- Fixed titan modslots count to match 12 of display stats.
- Fixed tactical turrets toggle option in tactical sensors view.
- Fixed split drag error on single item drag to market.
- Fixed engine glow showing in pilot view with rotate camera.
- Fixed title screen UI scaling options to carry over to new campaign save game options.
- Fixed spamming of ecm messages when in galaxy view with tactical on.
- Fixed bad index bug in special item generator (possible zombie raider bug fix).
- Adjusted Dialog box to prevent repositioning when left open.
- Adjusted NPC AI task timer routine.
- Adjusted NPC docking to reset NPC cargo stats and resource inventory items.
- Adjusted non merc NPC AI to use closest station when docking to drop off ore.
- Adjusted mission generator to prevent special items from being requested for missions.
- Adjusted a few debris props and textures.
- Adjusted station details to include station level.
- Adjusted station details to prevent overlapping text wrap.
- Adjusted sandbox market generation script for better market item distribution.
- Adjusted ship ecm resistance calculations and alert system.
- Adjusted the Autopilot panel UI btns and display code.
- Adjusted max ship target distance option from 1k to 2k.
- Adjusted mission pay calculations to include new jump count system.
- Adjusted line weight of all ship tactical sensors to scale dynamically.
- Adjusted ship flight AI to incorporate new orbit system.
- Added WORLD_OPTIONS for non sandbox raider difficulty modifiers.
- Added new faction mining event to active event system.
- Added new faction mining event to event database file.
- Added new resource event to active event system.
- Added new resource event to event database file.
- Added new salvage event to active event system.
- Added new salvage event to event database file.
- Added default faction colors to all npc engine trails.
- Added all salvage items to tactical sensors overlay.
- Added ship auto orbit target code to ship navigation ai.
- Added auto orbit toggle button the the autopilot panel.
- Added random orbit direction to auto orbit activation.
- Added ecm Target Jamming timer to ECM warning display.
- Added new tactical turret data to sensors mode, showing range and mobility.
high rated
Build 0.0115

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

https://www.youtube.com/watch?v=SMsuT1mb8yw

Astrox Imperium DEVLOG 89 (4/2/21)

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

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

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

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

I made a number of changes and adjustments to the sandbox. The scaling issue should finally be resolved. I have made some tweaks in the market generation code to better spread the station markets a bit better. They will also generate a larger number of items by default.
BUILD 0.0115a
- Hotfix for outdated turret info causing tactical sensors error.

BUILD 0.0115b
- Hotfix for outdated turret info causing tactical sensors error.
high rated
From Jace Masula's Youtube channel:

https://www.youtube.com/watch?v=BaXMfTfxS2Y

Astrox Imperium DEVLOG 90 (4/16/21)

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

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

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

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

I have also made a change to the fabricator functionality. When an item is manufactured in the fabricator, if the market doesn't carry that item, it will add the item to the market inventory list, allowing the economic events to supply that item in the future. This will allow players to force markets to carry items they did not normally carry.
BUILD 0.0116
- Fixed issue when trying to undock from station while activating ship at the same time.
- Fixed issue with taking damage and dying wjile warping. (black screen bug).
- Adjusted skybox horizon to better blend dual color skybox volumetric fog.
- Adjusted mapload code to prevent hang if attempting to load a bad structure file from modded sectors.
- Adjusted layout, texture buffer, lighting, scaling and masking for shipyard camera.
- Adjusted missile max life span timer. Reduced to 10 seconds of flight time.
- Adjusted market pricing for selling items and special items.
- Adjusted station market demand item prices to show live economy prices with bonus.
- Adjusted all structure prices and construction requirements.
- Adjusted merc formations, formation lock, and formation flight ai.
- Adjusted new campaign scene lighting and skybox.
- Added new Devlog panel on the title screen to include more info and larger text.
- Added market popup message when selling in demand items, to match special and unwanted items messages.
- Added faces and accessories to the npcs at the station offices.
- Added new game option to enable and disable controller inputs via player_options.txt. (OPTIONS_enable_controller_inputs)
- Added new layout system for station offices panel to allow for proper scaling with alt resolutions.
- Added new panel for station services on station offices panel.
- Added new service_manager_database.txt file to contain all station services data.
- Added 8 new images into MOD/objects for all station services buildings.
- Added ability to install Mercs into station positions to open up unavailable services.
- Added confirm message box to station service manager confirmation.
- Added residual_credits var to player_data.txt file for save game storage.
- Added creation of station office when merc is assigned as service manager.
- Added script for interaction with service manager mercs.
- Added new structure (Station Platform) that will allow you to upgrade to a station.
- Added function where fabricator will add item to market inventory list for economic restock.
- Added simple notification for station office window when no offices are currently available.
high rated
BUILD 0.0117
- Fixed popup for valuable demand in station market.
- Fixed market buy qty display when wapping from out of stock items.
- Fixed issue with randon scan mission generating player owned stations.
- Fixed bad loot id causing zombie raider when npc raiders dies.
- Fixed tactical in station when docking while autodocking when looking at map.
- Fixed spelling error on galaxy mouseover data panel.
- Fixed spelling errors in main events generator database.
- Fixed spelling and duplication errors in professions database.
- Fixed merc jump to formation when switching tactics after formation lock.
- Fixed defense drone bug targeting ammo from your own ship.
- Adjusted escort mission mercs to leave fleet when mission is aborted.
- Adjusted merc formation physics for tighter flight.
- Adjusted merc formation lock system with dynamic velocity formation break.
- Adjusted fleet panel UI and payroll data.
- Adjusted merc Income and Payroll data to the pilot feet panel.
- Adjusted mercs to fire on ship target in when in neutral tactical stance.
- Adjusted merc formation AI and distance parameters.
- Adjusted merc combat AI routnines.
- Adjusted merc formation rotation calculations when attacking in unlocked foramtion.
- Adjusted torpedo thrust base speed and rotation calculations.
- Adjusted torpedo lifetime self destruction timer.
- Added new gui icons for fleet select all, merc select all, and formation lock.
- Added residual payment info to the pilot fleet panel.
- Added video panel for use future with tutorials and storyline quests.
- Added video streaming of mp4 videos from url.
- Added video player access button to options extras.
- Added SHIP_base_level and SHIP_skill_level variables to the ship editor panel.
- Added new function button on fleet panel to select all mercs.
- Added structure building requirements to Structure panel list and details box.
- Added orbit tutorial to trade station in void starcross campaign map.
- Added ship orbit tutorial document that is gifted after tutorial completion.
high rated
From Jace Masula's Youtube channel:

https://www.youtube.com/watch?v=nioWTiHiHfU

Astrox Imperium DEVLOG 91 (5/5/21)

In devlog 91, the new addition of GPS auto-targeting will allow you to see the GPS destination to a specific station. You can activate the GPS auto-target a few different ways. The first way is to click any of the station links found on the stations tab of the journal panel. You can also click any of the items or skills found when performing a search on the journal panel. Both of these methods will directly link you ship's GPS to the station you have selected.

Although the video states otherwise, I did manage to add the GPS auto-target functionality to the Map Filter. Any map search that returns a station, will set the GPS active, and the auto-targeting to the station you clicked.

I also spent some more time with the mercs. I have adjusted the xp gains that each merc receives when carrying out their duties. I have also added a new function that slowly adds xp to the merc based on their current state, and task. When a merc is active and in formation, they will receive 1xp per second. They will receive addition xp for having their autotask activated. They will receive even more xp when for the individual actions they perform, as before. This will help get those lower level mercs off the ground a bit faster.

I made some major changes and additions to the stations tab of the journal panel. You can new view the station economy without having to scroll. You can now view ships, missions and offices of the stations you have docked with.

At the end of this devlog, I show off some of the progress made with the upcoming structure editor. This new editor will allow me to create more unique, and physically usable structure interiors. It may take a few more builds before I can unlock this feature in modtools.... stay tuned.
BUILD 0.0118
- Fixed bug causing multiple mission structures to remain on map.
- Fixed market exploit dealing with demand item pricing when purchasing demand items from station.
- Fixed no ammo icon bug on beam weapons when energy ammo icon is clicked.
- Fixed bad cycle icon for energy and battery cell ammo for lasers.
- Fixed missing image for Light Destroyer in npc_ships folder triggering an error report.
- Fixed parse bug with station journal logs when undocking from station causing black screen.
- Fixed escort missions using bad ship image preventing escort spawn.
- Fixed mass and engine burn stat colors on shipyard comparison.
- Fixed bug allow you to deactivate and retire mission escorts from pilot panel.
- Fixed station panel merc update when aborting escort mission.
- Fixed station panel merc update when escort mission mission expires while docked.
- Fixed journal bug causing bad gps error when clicking search result to wormhole.
- Adjusted save sequence when undocking for the station journal data function.
- Adjusted preload ammo for laser modules to not default to battery cells if in cargo.
- Adjusted text for scan missions overview details and fixed small spelling error.
- Adjusted raider spawn strength to allow for more flexibility against the raider table.
- Adjusted merc xp gain for damage taken from raiders.
- Adjusted mission level requirements to allow for more options for new pilots.
- Adjusted merc xp bonus for mining based on harvest and resource level.
- Adjusted merc xp bonus for salvaging based on harvest and resource level.
- Adjusted mercs to prevent mining laser being fired at salvage.
- Adjusted the jump bonus for mission pay with an increase of 5 percent.
- Adjusted unexplored sector bonus to 30 percent of mission base pay.
- Adjusted all base mission payments and level requirements for generation.
- Added merc XP trickle that is adjusted per task for all active mercs in formation.
- Added new mission text to TRANSPORT and DELIVERY missions indicating where to find goods.
- Added demand market notice when purchasing demand items from a station that has qty.
- Added notification for mercs when they gain a level.
- Added new data export data to the station journal save funtion.
- Added new journal layout and ui for the stations overview.
- Added Shipyard data to station journal panel.
- Added Offices data to station journal panel.
- Added Missions data to station journal panel.
- Added ability to GPS autotarget to a station via the journal stations tab.
- Added ability to GPS autotarget to a station via the search in journal panel.
- Added ability to GPS autotarget from inside current sector location.
- Added ability to GPS autotarget to a station via map search results.
high rated
Build 0.0119

- Fixed issue with ammo miners and salvage modules when undocking with ammo reload.
- Fixed null ammo id error with gun modules that are changing ammo rapidly.
- Fixed inventory bug when dragging storage items from refinery export into merc cargo.
- Fixed small null reference bug on pilot fleet panel when docking at station.
- Fixed bug allowing you to accidentally click death panel options before panel is displayed upon death.
- Fixed UI damage indicators from showing on UI after ship death.
- Fixed ship editor bug showing structure highlight when editing ship.
- Fixed refinery log bug not showing proper time elapsed on log.
- Fixed bad module slot position on the TF-1 Hexalon transport frigate.
- Adjusted the way the game calculates morale bonuses for merc ships.
- Adjusted merc loyalty drain and bonus modifiers in campaign and sandbox load.
- Adjusted merc thrust bonus per experience level and maximum limit cap.
- Adjusted all merc experience level bonuses, along with sandbox and campaign settings.
- Adjusted merc sandbox progression modifier option to adjust how fast a merc will level up.
- Adjusted merc base thrust level calculations and max thrust cap.
- Adjusted all miner module stats to improve balance.
- Adjusted skill points bonus calculations per level.
- Adjusted merc formation AI closing distance and formation gravity calculations.
- Adjusted npc patrol timer and patrol vector AI.
- Adjusted uninstall module in garage to prevent unwanted overlap of ui button and uninstall sound fx.
- Adjusted all texture loading on pilot panel to to reduce memory requirments for raw external textures.
- Adjusted texture loading on cargo item icons to reduce memory requirments for raw external textures.
- Adjusted texture type on market item icons to reduce memory requirments.
- Adjusted texture type on university item icons to reduce memory requirments.
- Adjusted game focus to pause game when alt tabbing to another application.
- Added sound fx to uninstallation of module in garage via overview button.
- Added new system that will award skill points periodically for undocked interactions.
- Added new stats to all miners to include bonus harvest values for specified ore.
- Added new miner specials to all item and module mouse over details.
- Added error checking to market type for supply and demand data to prevent mod errors.
- Added error checking for faction id type when loading station to prevent mod errors.
- Added error checking for structure files on game load to prevent mod errors.
- Added social media links onto title screen.
- Added seconds readout for refinery log when batch is less than 1 minute.
- Added batch cycles and batch time elapsed to refinery output text.
high rated
Build 0.0120

- Fixed a few spelling errors in the items database.
- Fixed sort by Price filter listing on station storage panel.
- Fixed bug causing error with new player stations and mission generator.
- Adjusted mission payment generator for better calculation of skill bonuses.
- Adjusted passive scanner ping to ignore pre-scanned saved targets.
- Adjusted mission pay jump count modifier.
- Adjusted residual skill point timer from 10 min to 15 min.
- Adjusted beam weapon modules base beam speeds.
- Adjusted salvage modules base beam speeds.
- Adjusted merc flight AI to reduce sideways flight based on target distance.
- Adjusted position and ordering of fleet command buttons on fleet panel.
- Adjusted tractor beam strength and tow calculations.
- Adjusted tractor drones strength and tow calculations.
- Adjusted drag and angular drag values of structures , gates and stations.
- Adjusted power generators to distribute power cables to unpowered structures only.
- Adjusted all structure file data to include new formatting for new structure parts.
- Adjusted wallpaper screenshot slides to show from newest to oldest. (max 10)
- Adjusted all damage resistance calcuations to diminish returns as buffs are stacked.
- Added new dynamic action calculation for residual skill point system (max 5).
- Added bonus to residual skill point system based on life support drain rate (max 2.5).
- Added new ship class icons for tactical sensors for improved mission coloring.
- Added Run In Background option to game options / Extras
- Added Run in Background option to new_player_options.txt file.
- Added new passive scan filter option to toggle rescan.
- Added modules option to lock module targeting to active ship target on bottom module bar.
- Added Youtube and Twitch channel links to social media bar on title screen.
- Added ability for strucutres to upright themselves when tilted.
- Added ability for structures to disconnect and reconnect power cables when moving them.
- Added max cap to ship damage type resistance. Caps at 99 percent.
- Added Structure Editor alpha test version access from modtools menu.
high rated
Build 0.0121

- Fixed bug with module ammo colliding with null referenced gameobjects.
- Fixed bug with module missiles and torps colliding with null referenced gameobject.
- Fixed bug with module lasers and beams colliding with null referenced gameobject.
- Fixed Battlecruiser tactical sensors icon.
- Fixed mission bug that allow for spawning locations to be inside other larger objects.
- Fixed mission payment breakdown display not showing correct skill bonus.
- Fixed torpedo flight AI code and explosive effect.
- Fixed item mis-labeling of Protoype Shield Booster (id 1554).
- Fixed bug with special item generator allowing special items without any special bonuses.
- Adjusted mission base pay max when calculating mission payments.
- Adjusted UI and Layout of Options / Graphics.
- Adjusted UI and Layout of Options / Audio.
- Adjusted UI and Layout of Options / Hotkeys.
- Adjusted UI and Layout of Options / Extras.
- Adjusted merc payroll data to reflect skills and sandbox settings on Fleet panel and Pilot panel.
- Adjusted a few small UI text displays on the fleet panel to display in integer format.
- Adjusted raider group spawn distance from ship based on security level of sector.
- Adjusted raider individual position in the spawn group to prevent stacking and overlap.
- Adjusted max mission payment from 1.5 mil to 2 mil credits.
- Adjusted Torpedo flight path AI and base speed and range.
- Added descriptions to the ingame options panels.
- Added new Torpedo damage system, now delivers aoe dmg to all objects in blast radius.
- Added new Torpedo damage subsystem that will destroy all in flight ammo within blast radius.
high rated
Build 0.0122a

* Hotfix for removing test code on resource objects.
* Updated Unity project to 2021.1.15f1
- Fixed bug with structure editor part selection not retaining all obj info.
- Fixed null reference error in STATION update function.
- Fixed preloaded ammo bug when loading save inside station, requiring reselection of energy ammo.
- Fixed construction skill bug preventing building of structures when skill reduces material requirements to 0.
- Fixed bug with transfer cargo item update code not refreshing new inventory properly.
- Fixed textfield entry on structure editor part data panel. no longer rotates or flips part when editing.
- Fixed resources from spawning inside of structure interiors.
- Fixed drag_cargo_script bug causing NullReferenceException error.
- Adjusted the NPC info panel to remove unused display data.
- Adjusted and aligned a number of main panels for consistency.
- Adjusted star lighting , particles and lens flares.
- Adjusted interior light cones to assume tint color of parent light object.
- Adjusted all old interior parts to fit new model format suring transition to new structures.
- Adjusted pilot skill first load code to prevent lag when loading many skills.
- Adjusted fps view code controlling movement and item interaction.
- Adjusted structure scaling and ability to view ships outside of structure windows.
- Adjusted interior structure post stack processing effects.
- Adjusted interior dialog box to adjust background window to size with text for improved readability.
- Adjusted Journal panel scrollbars and viewports to fix alignment issues.
- Added new structure editor part system with 8 variable data slots per part.
- Added new scripting triggers to the structure editor.
- Added 3 trigger sizes to the parts array for the structure editor.
- Added new scripting trigger to new NPC character models.
- Added 7 new NPC character models for the interior structures.
- Added 2 NPC character Imperium uniform textures.
- Added structure editor ability to modify scripting trigger of NPC characters.
- Added ability to set the NPC character base animation routine via structure editor.
- Added ability to modify color of NPC character body skin and hair
- Added ability to modify color of NPC character uniform and shoes.
- Added start position variable to parts data in structure editor and structure file vars.
- Added new structure video system to allow for modding of videos and 3d players.
- Added new video folder to the MOD folder.
- Added new video player props to the structure editor parts database.
- Added new video player effects for old video player kiosk.
- Added new animated doors props to the structures parts database.
- Added trigger to the new animated doors for auto open and close.
- Added structure part variables to doors to allow for plot trigger locks and access.
- Added sound fx for opening and closing of doors inside of structures.
- Added sound fx for failing to open locked doors in structures.
- Added creation of unique save specific structure file when docking at a structure for the first time.
- Added toggle functionality to the office button. It will now open and close the office panel.
- Added ability to move thru locked doors in structure editor when in first person view.
- Added new LOCKBOX structure prop item that will allow you to store inventory in the LOCKBOX.
- Added highlight material when mousing over a lockbox inside a structure.
- Added Move all to Ship Cargo button to the structure LOCKBOX inventory panel.
- Added new hologram animated material to the selection of parts in the structure editor.
- Removed old tutorial videos from the resource folder.
- Removed CC3 Assets folder along with old unused npc models that will be replaces with the new models.