Astrox Imperium - momoguru
Build 0.0157

This update focuses on the re-balancing of skills, skill book costs, skill point requirements, and skill effect values per level. Some of the skill effect values have also changes. These changes will correspond with the upcoming changes to the skill book system.
Test out these changes in the momoslab MOD. Once all the balancing changes are complete, they will be moved to the default MOD folder.

- All Weapon Projectile Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Weapon Laser Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Weapon Beam Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Weapon Launcher Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Weapon Torpedo Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Excavation Miner Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Excavation Salvager Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Electronics ECM Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Electronics ECM Cloak have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Ship Navigation Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Ship Targeting Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Ship Cargo, Shield, Armor, Energy and LifeSupport Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Ship Resistance Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Missions Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Fleet Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Pilot Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Station Service Skills have been adjusted. Skill cost, Effect values, Skill point requirements.
- All Support Skills have been adjusted. Skill cost, Effect values, Skill point requirements.

The next update will focus on a few UI tweaks and QoL additions, modifications to the cloak system, and a number of object folder data file balances. I know I said I would be doing 12 updates before releasing v1.0. It's close, but not there yet. I will continue with the updates until I nail down some loose mechanics, and redo the tutorial. I will try to get out these updates weekly like I have been, However, I do foresee a few of them requiring a couple weeks or more as to avoid (in progress) tutorial quests. Anyway, the development continues.
Astrox Imperium - momoguru
Build 0.0156

This update focuses mainly on the Missions database. You can test this out in the momoslab MOD. Once all the balancing changes are applied and tested, They will be moved to the main default MOD folder, making these changes live for everyone.
All bug fixes and code tweaks are applied immediately and are live for everyone. You do not need to switch to the momoslab MOD to enjoy.

- Fixed issue with Sandbox Warpgate Links. Link are now created properly with WarpGate Link option controlling the number of cross links that connect the linear clusters.
- Fixed Mining harvester turrets shooting at salvage. Mining harvestors will no longer fire when their target is resource salvage.
- Fixed bug allowing mission generator to create a mission for the DELIVERY,COLLECT,TRANSPORT,REFINE, and FABRICATE missions in the station you are currently docked at. This would allow for instant completion without undocking.
- Fixed reported NullReferenceException in list_module_script.Update function.
- Fixed Sector panel error causing null reference when frame is unable to detect the systems nav panel for toggle GPS call.
- Fixed small memory leak in module UI icon image reloading itself during update function.

- Adjusted Player Level bonus for mission credit reward when generating missions. (Slight reduction).
- Adjusted Jump bonus for mission credit reward when generating missions. (Slight increase to the payment bonus based on number of jumps in the mission).

* Mission Database first balancing pass.
- Adjusted all time requirements for all generated missions. The Tutorial and Quest missions have not been touched and will keep their old time requirements.
- Adjusted all base credit rewards for each mission. Most of these have been drastically reduced, based off time to completion.
- Adjusted all skill point rewards for all missions. This does not include special missions and quest missions.
- Adjusted all Collection mission generation data for required item quantity values.
- Adjusted all Harvest mission generation data for required item quantity values.
- Adjusted all Salvage mission generation data for required item quantity values.
- Adjusted a number of the Raider missions generation data. (Number of Raiders and Level of raiders generated).
Astrox Imperium - momoguru
Build 0.0155

These ship can be tested via the momo's labs MOD. Just open MODTOOLS, then MOD MANAGER. Select Momo's Lab MOD and then head back to the title screen for a new game.

Yay!, first pass thru on the ships rebalancing has been completed.
A second soft pass thru the ships, and mission database rebalance will be coming next Saturday along with a number of small bug fixes.

All changes to ships in this update are applied and only available from momoslab MOD. This will prevent these adjustments from effecting your current saves. Once all the balancing changes are applied and tested, They will be moved to the main default MOD folder, making these changes live for everyone.

- All Frigate Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised shuttle class description.
New ship names -
Missile Enforcer, Tyrant, Executioner, Mining Frigate, Mining Frigate T2, Mining Frigate T3, Tsetse, Recluse, Sovacraft, Bandit star, Striker, Assimilator, Osmorph, Envisioner, Redeemer, Restorer, Deliverer, Hexalon, Heptalon, Octolon.

- All Cruiser Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised escort class description.
New ship names -
Predator, Mining Cruiser, Megastar, Sail Stormer, Priest, Bishop, Excavo

- All Carrier Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised escort class description.
New ship names -
Drone Piranha, Mining Carrier, Abductor, Correlator, Demolisher, Starjacker.

- All Destroyer , Battlecruiser, and Dreadnaught Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised escort class description.
New ship names -
Gemini, Blacknova, Devastar, Nova Reaper, Titanous.
Astrox Imperium - momoguru
Build 0.0154

I got thru about half of the ship this weeks, and plan to finish them up for build 155. To test these ships, you will need to swap your MOD to the momo's test lab MOD in the Mod Manager of Mod Tools.

If you run into any issues with the scaling or model adjustments, let me know in the forums.

- Added Scale Lock to the ship part editor of the ModTools Ship Editor panel. This allows you to toggle the scale lock, allowing the aspect of the model scaling to adjust the Y and Z scale by entering text in X field.
- Fixed missing file item_special_red in momos_lab objects folder causing white panel behind fabricator materials in the station fabricator panel.

All changes to ships in this update are applied and only available from momoslab MOD. This will prevent these adjustments from effecting your current saves. Once all the balancing changes are applied and tested, They will be moved to the main default MOD folder, making these changes live for everyone.
- All Shuttle Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised shuttle class description.
New ship names -
Starclass Shuttle, Shuttle Cabi, Shuttle Mosquito, Silverfish Shuttle, Combat Shuttle, Scan Shuttle, Arcane Shuttle and Dexta Shuttle.

- All Escort Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised escort class description.
New ship names -
Invector, Squire, Metatronis, Mining Escort, Basic Escort, Excavo, Salvage Escort, Dragonfly, Mantis, Eleventor, Bandit, Coravel, Intergrator, Harmonizer, Unifier, Commander, Drone Seer, Bot Druid, Phoebus, Helios, Apollo

- All Utility Class ships have been adjusted.
Model and Modslot positions and scaling has been adjusted.
Image icons updated to reflect base coloration.
Base prices, Scan Ranges, Active and Passive module slots. Additional adjustments to various ship stats.
Specials types and Special values.
Added revised escort class description.
New ship names -
Gunner, Sniper, Spire, Extractor, Scavenger, Collectrox, Peritax, Scorpiox, Corsair, Dagger, Gemini, Curator, Consercator, Seeker, Archaris, Stacius, Racinus, Hauler, Sirius, Packard.
Astrox Imperium - momoguru
Build 0.0153

I spent a good amount of time preparing for these next 4 updates. Spreadsheets and flashcards, I will be spending the next 4 weeks working on balancing. I will start with the ships and go from there. This update focused on polishing up a few things before switching gears for the big balancing pass.

- Fixed Refine mission bug that was preventing proper mission completion check.
- Fixed Fabricator mission bug that was preventing proper mission completion check.
- Fixed GPS bug when using Warp Drive module while in auto GPS mode.

- Adjusted mission qualification level calculations for the station mission generator.
- Adjusted Refine mission code to check for proper refinery station before mission check is initiated.
- Adjusted Fabricate mission code to check for proper fabricator station location before mission check.
- Adjusted Passive Scan panel resize code to stretch the filter options panel instead of the scanner ring display when resizing the panel.
- Adjusted Passive Scan filter list buttons to shift vertically if panel is resized, thus showing maximum number of filter items in available space.

** Warp and Warp Drive stuff.
- Adjusted Warp drive panel layout, text sizes and background to be consistent with the other UI panels. ( Custom player coloration included ).
- Adjusted Warp fx displacement wiggle value. +0.15
- Adjusted Warp pitch scale for length on the ship warp drive.
- Adjusted Warp variable movement with and increase of 25 percent.
- Adjusted Warp timer calculation to reduce the warp distance calculation and thus overall warp total time. Distance means a little less than before.
- Adjusted warp drive fuel consumption max from 2000 to 3000;
- Adjusted Warp drive fuel consumption calculations to reduce overall fuel required based on warp distance. 20 percent reduction.
- Adjusted Warp drive calculations for fuel requirements based on the number of mercs in your fleet, has increased by 20 percent.
- Adjusted Warp drive calculations for total time of warp. Has been reduced by 50 percent.
- Adjusted code for warp drive activation to clear all GPS pathing and disable current GPS if enabled before warp drive activation.
Astrox Imperium - momoguru
Build 0.0152
No luck with the cloud saves yet. I think I will take a break from it for a bit as I am burning a lot of time testing and researching. I will come back around to it in a few more updates.

- Fixed rockcloud generation in sandbox to reduce camera clipping on background rocks when rotating camera.
- Fixed sandbox generator bug causing warpgates to generate a to and from gate on itself. No longer will start sector have gates to itself.
- Fixed material flicker bug when opening passive scanner from targeting panel.
- Fixed button highlight on options panel when opening for the first time after changing screen size.

- Adjusted mission overview panel layout to better feature Payment, Deposit, Space Required, and Faction at the top of the overview panel.
- Adjusted mission qualification level scale. Reduced additive bonus to 35% of player pilot level.
- Adjusted targeting panel code to remove all passive scanner functions and moved them their own file.
- Adjusted code for passive scan range and speed calculations on the ship passive scanner.
- Added skillpoint bonus and Faction rating bonus to the mission overview panel in station.

** New passive scanner panel.
I finally got into the passive scanner filter, and I have rebuilt the entire system to function in it's own panel. This panel has a much better look and feel, as well as additional functionality. I may be polishing it up a bit more in the next couple of updates.
- Added new breakaway panel for ship Passive Scanner to replace the old small passive scan panel attached to the targeting panel.
- Added drag, drop and resize functionality to the new passive scanner panel.
- Added active scan ring to the passive scanner, now showing the current distance of the active ping and current progress of the scan.
- Added scan object indicator to the passive scanner. Scanned items will now appear in the ping box and show relative position to the scanning ship.
- Added color coding to the object indicators for the passive scanner. Base categories all have a unique color.
- Added object indicator counter to the passive scanner panel to show the total number of detected objects per scan.
- Added scroll-able filter list to the passive scanner panel.
- Added rotation to scanner panel ship indicator icon. Rotation will show relation of scanned item to position and rotation of ship.
- Added ability to filter for all 11 types of resources.
- Added ability to filter for all 10 types of salvage.
Astrox Imperium - momoguru
I am still doing some testing with the Steam Cloud saves. There is a hard limit of 5000 files, and you can easily pass that with a few pilot accounts. I will be doing some testing to see if there is a way to just transfer the last played account, instead of all of them. This could be a factor in the other issue with the cloud randomly skipping files on the transfer. Converting everything to Unity 6 could change something, but I highly doubt it, as it is too far detached from the core issue of save files being skipped during transfer. Anyway, the quest shall continue.

Build 0.0151
** Converted project into Unity6. This included some clean up and removal of old unneeded graphical assets.

- Fixed bug with font not showing properly on item USE on ship cargo panel.
- Fixed calculations for SANDBOX_economy_buy_item_mod when generating pricing for markets. Now allows full scaling up to 5x and no longer clamped at 2.5x.
- Fixed ESC key to now close galaxy map if opened like other panels and message boxes.
- Fixed mission panel option settings. Panel is now correctly remembering it's active state on reload, and is attached properly to the stats panel unless dragged away.
- Fixed sandbox bug not showing gates links properly during generation sequence.
- Fixed white background on pilot panel for older pilots prior to background update.
- Adjusted Cargo Item object to show 'LAUNCH' when selecting drones on cargo panel.
- Adjusted Cargo Item object to allow click functionality on the Fabricator Materials list.
- Adjusted max text size on cargo item objects for better readability on steamdeck.
- Adjusted sandbox layout generation, sandbox now generating various layouts properly. Further improvements coming.

- Added new button onto the Mission Panel to allow you to easily resize and re-attach the panel to the stats panel (The default setting).
- Added button to Station Fabricator panel to allow players to move required qty of all materials and components for the recipe.
- Added button to Station Fabricator panel to allow the ability to click each material recipe item to add it to fabricator inventory if found on ship or in station storage.
- Added error message when trying to move items into the fabricator via the new quick move buttons but those items are not found on ship or in storage.
- Added indicator to the Station Fabricator panel that allows you to view the maximum number of production runs available with the materials and components provided.
- Added visual color indicator to the the missing materials on the Station Fabricator panel. Missing materials are now marked in Red.
- Added Bounty Mission Contracts to the gun platform structure. You can now grab Kill raider contracts with 3 degrees of difficulty from a mission NPC on the structure.
- Added sector labels to the 3d sector objects during the sandbox generation sequence.
- Added active camera to the sandbox generation galaxy panel, you can now use the mouse to rotate and zoom in and out of the galaxy as it is being created.
- Added color change to the sectors that generate stations on the galaxy sandbox generator panel during galaxy generation.
- Added Refine Mission Contracts to the machine structure. You can now grab refine contracts with 3 degrees of space required from a mission NPC on the structure.
Astrox Imperium - momoguru
Build 0.0150
I have been working all week on getting the Cloud saves with cross platform compatibility working... it was a fail. I am extremely close, but for some reason, random files are being ignored during the save folder transfer.
I suspect the reason for these issues revolves around the large number of files that create the Astrox universe, but I am not sure yet. I will keep working on this in the following weeks, but just wanted to give everyone a heads up on what is going on with that.

** Unity 6 Astrox Imperium Beta Branch.
If you would like to test out Astrox Imerpium in the new Unity 6 you can do so by right clicking the game in your library, and then Properties. This will open up a panel that will have an option for BETAS.
Click that tab and in the Private Betas area, enter 'unity6astrox' in the textbox. This will create a branch for Astrox Imperium allowing you to test the new Unity 6 version before the launch next week in build 151.

- Fixed Refine missions to calculate space required and prevent you from accepting the mission without proper cargo space.
- Fixed Fabricate missions to calculate space required and prevent you from accepting the mission without proper cargo space.
- Fixed issue with sandbox difficulty layout alignment. Button position now scales properly.
- Fixed scripting command for BUY_SKILL_LVL. was not functioning properly due to mislabeled command.
- Fixed Null Reference Bug caused by cloak timer on the active player ship. Recently removed objects will now be ignored and no longer will the code try to access their script.
- Fixed Bug that caused replacement of start skills with profession skills in the sandbox. Duplicate skills are now added together.
- Fixed bug showing tactical sphere orb around sector when tactical sensors mode is activated.

- Adjusted autoscaler for UI when game detects steamdeck resolution.
- Adjusted Temple station in Void Starcross to offer missions and university services. This will only be visible on new campaign games. Existing games will not be adjusted.
- Adjusted combat module fire to ignore crates. Non combat / damage related modules like Tractors still work.

- Added new Scripting Editor Commands list to pull from internal list of available commands rather than the static list with descriptions.
- Added Command list descriptions to each command in the internal command list array. These descriptions are displayed in the Script Editor's New Command panel.
- Added 6 missing scripting CMDs to the master display list so your can add these commands via the UI panel instead of having to hand code them with notepad.
these new commands are WARP_KEY, DOCK_AT_STATION, UNDOCK_STRUCTURE, BUY_SHIP_BASESTAT, BUY_FACTION, NPC_ESCORT.
Astrox Imperium - momoguru
Build 0.0149
- Fixed Salvage module bug that was removing double value from the resource per salvager ammo collider. Now fixed for proper salvage mission generation.
- Fixed RESOURCE_base_harvestability value for RESOURCE script to reintroduce harvest value modifiers for each individual resource.
- Fixed remember panel state option for mission panel and fleet panel.
- Fixed Sector panel drag and drop on non native resolution settings. Now is dragging properly and not jumping to mouse offset.
- Fixed station highlight button for INFO, FLEET, DRONES tab buttons. Was showing uncolored grey box.
- Fixed weapon modules firing at crates. All weapon modules will ignore crates and no longer fire at them.

- Adjusted item_database.txt for RESOURCE_base_harvestability values on all RESOURCE items. (0.83 - 1.0) This means low level resources are easier to harvest than high level ones.
- Adjusted main module tooltip for better readability and overall layout.
- Adjusted tooltip text size for all cargo item panels and the skills pilot panel.
- Adjusted text sizes for missions panel, and all pilot subpanels.
- Adjusted layout on ships panels for better scaling on steamdeck and other non-native resolutions.
- Added new scripting Command for NPC_ESCORT which will allow an NPC ship to join your fleet.
- Adjusted main button layout for the pilot panel. They now properly scale with the panel itself.
- Adjusted pilot panel images to now show selected background image from campaign pilot creation screen.
- Adjusted the main buttons on the Journal panel to allow for better scaling at various resolutions.
- Adjusted the main buttons on the in game Options panel to allow for better scaling at various resolutions.

** Added new missions to the mission generator, mission panel, and mission contract panel at the station, allowing players to better utilize some starting profession skills.
- Added new Mission type Salvage. The mission generator will now create Salvage Missions. These missions function much like the harvest missions, but instead require salvage modules and larger cargo bays.
- Added new mission filter Salvage onto the mission filter dropdown.
- Added new Dialog mission mode for new 'Arrest-Escort' dialog mission. Arrest-Escort missions require a dialog with the target npc, and upon success, they will join you for an escort to the completion station.
- Added new mission stat for Salvage missions complete on the Pilot stats panel.
- Added 10 Salvage missions to the mission_database.txt file that span levels 1 thru 10.
- Added new Mission type Refine. The mission generator will now create Refine Missions. These missions function like delivery missions, but upon arrival to the target station, you are required to refine the resource.
- Added new mission filter Refine onto the mission filter dropdown.
- Added new mission stat for Refine missions complete on the Pilot stats panel.
- Added 10 Refine missions to the mission_database.txt file that span levels 1 thru 10.
- Added new Mission type Fabricate. The mission generator will now create Fabricate Missions. You are provided a blueprint document, the required components, and then sent to produce an item at the target location.
- Added new mission filter Fabricate onto the mission filter dropdown.
- Added new mission stat for Fabricate missions complete on the Pilot stats panel.
- Added 10 Fabricate missions to the mission_database.txt file that span levels 1 thru 10.
- Added new mission icons for Salvage, Refine and Fabricate missions.
- Added new mission icon and scripting file for the new Arrest-Escort mission.
- Added 3 Arrest-Escort missions to the mission_database.txt file that span levels 1, 3 and 6.
- Added new mission icon and scripting file for the new Transfer-Pilot mission.
- Added 4 Transfer-Pilot missions to the mission_database.txt file that span levels 1, 3 ,6 and 9.
Astrox Imperium - momoguru
Build 0.0148
- Fixed bug in ship editor preventing ship engine parts from loading in the OFF state, fixed ship engine toggle as well.
- Fixed scaling bug on sandbox launcher panel. Launcher game options are no longer clipped at smaller resolutions.
- Fixed sandbox launcher scrolling text description scaling to support smaller resolutions. (no more small text when there is room to expand).
- Fixed a number of sandbox panels input field boxes to support scaling for smaller resolutions. (no more cut off text).
- Fixed bug in Mod tools preventing proper load of structures with video screen objects. MOD folder is properly dealt with between MOD tools and Game.
- Fixed Mod tools issue for images in item editor. Proper MOD folder pathing has been implemented.

- Adjusted Title screen option Random Background to change to Random Background Music, toggle controls whether or not the title screen music is fixed or random.
- Adjusted profession bonuses for all professions in the profession_database.txt file.
- Added new replacement icons for all professions.

** Added new MOD MANAGER panel to allow switching between mods onto the MODTOOLS area. More details provided on MOD MANAGER page.
Added momos testbed mod for balance testing and such that players can use and give feedback.
Added button to the MODTOOLS panel to open the new MOD MANAGER panel.
Added Mod image and description files to the MOD folder along with functionality to the MOD MANAGER to display MOD thumbnail and description.
Added MOD card to title screen showing currently installed MOD folder and MOD thumbnail image if not the vanilla default MOD folder.
Added Reset MOD button to put the game back into the Vanilla default MOD.
Added Mod folder name to the in-game options panel.

** Added new Pilot Character creation panel to the intro on the Campaign creation section.
Added ability to move freely between all stages of the Pilot creation sequence on one single panel. The animation sequence has been shortened to streamline that area and provide a simple but improved introduction to the game.
Added the faction chart to pilot creation screen on the campaign panel.
Added new professions list display with improved layout and detailed descriptions.
Added new skill bonus display for all professional skills. The icons , skill name and level are all show.
Adjusted console output window onto the character creation panel.
...

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