- Build 157: Skills Database balancing. - 4 May 2025
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 poin…
- Build 156: Missions Database and Fixes. - 27 April 2025
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 complet…
- Build 155: Momoslab Ships - 20 April 2025
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. Addi…
- Build 154: Shuttle, Escort and Utility Ships updated. - 13 April 2025
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 mov…
- Build 153: Balance Prep - 6 April 2025
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 fi…
- Build 152: Passive Scanner Panel - 30 March 2025
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 cod…
- Build 151: Unity 6, Fabricator and more. - 23 March 2025
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…
- Build 150: Unity 6 Beta - 15 March 2025
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…
- Build 149: Missions Possible - 8 March 2025
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 ma…
- Build 148: TestLab, Modtools, Pilot Creation. - 1 March 2025
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 m…
- Build: 147 Faction Action and more. - 22 February 2025
Slow and steady, I'm getting back in a groove. Build 0.0147 - Fixed Bookmark panel bug causing the right click camera rotation to be blocked by an invisible canvas layout. - Fixed bug causing raider ships to lose there default material when spawning in while tactical sensors override is true. This made the ship glow like a ghost ship. - Fixed bug causing bookmarks to show up during warp when warping while tactical sensors is on. - Fixed bug allowing bookmarks to be shown during warp animation when tactical sensors is toggled. - Fixed refinery bug that prevented the bonus received from Refinery Mechanic from affecting the cycle cost properly. - Fixed bug with station storage not remembering the sort by options when moving items into the panel. - Fixed engine trail time bug. Options will now refresh the engine trail of the ship without having to save and reload. - Adjusted title screen an…
- Build 146: Love each other. - 15 February 2025
Happy Valentine's Day! Build 0.0146 - Fixed audio bug that warns you when mercs are low on health, playing for raiders and other NPC ships during combat. - Fixed Issue with Alpha faction data not loading properly on campaign character creation. - Fixed confusing text about crates on the combat tutorial text that implied there would be a crate to collect after dispatching the target drone. - Fixed major issue with UI right click of objects and NPCs in tactical sensors mode. There was a ton of wonky stuff going on there, not anymore. - Fixed issue with level 10 salvage item (Hull Chassis) no properly loading the mesh and material. - Fixed bug with sorting on targeting panel causing soft error when one of the objects no longer exists on the map, is docked, or inactive. - Fixed UI issue opening radial right click menu on your own Ship when zoomed out in tactical sensors mode. - Fixed Stats…
- Arquebus X's new Sandbox video. - 11 February 2025
Long time contributor and friend to the Astrox project, Arquebus X has posted a new Season 5 video, walking you thru the sandbox setting in the newly release build 145a. If you are a veteran player, head on over and show him some love. If you are new to Astrox, I highly recommend this video as a good overview of what this game is all about. While you're at it, Check out his other 4 seasons of 'Let's Play Poorly' series. These are chalked full of infomation, tips and tricks to get the most out of your Astrox Imperium experience.
- 145a hotfix - 9 February 2025
Build 0.0145a - Fixed issue causing sandbox warpgates to not generate proper ID tags, thus prevent warping to return sectors. - Fixed bug causing ship to dump you into the center of the map, instead of at the return gate in sandbox.
- Build 145: WTF happened to momo... - 6 February 2025
WTF happened to momo... I've had a few unfortunate things happen that remind me what is really important in life... and video games ain't it. I am very lucky to be where I am now, and walking normally. My plan is to solidify what I have here into an enjoyable sandbox experience, transform the Campaign into the tutorial mode, release the game as complete... and bid farewell to you all. I know some of you want more personal details, but I will no longer be sharing like I used to, I've learned a hard lesson and will not repeat my mistakes. I don't suspect I will be releasing any other games here on Steam. It was fun while it lasted, but the fun is over for me. I hope you all understand. Here is the plan moving forward. https://steamcommunity.com/app/954870/discussions/0/592888933793160991/ Build 0.0145 - Fixed audio bug preventing proper volumes from being saved on existing accounts prior…
- Build 144: Merry Christmas - 25 December 2023
Merry Christmas everyone. I hope you all have a safe and happy holiday. See ya in 2024! Build 0.0144 - Fixed bad mouse over UI on Journal main menu buttons. - Fixed bad mouse over UI on fabricator and refinery buttons in station panel. - Fixed bad mouse over UI on station mission panel. - Fixed bad wormhole warpgate model not properly showing correct model and animation. - Fixed bad path to MOD folder when saving changes to the sector map using the map editor. - Fixed bug where Merc would not follow thru the warpgate when Warp FX animations are disabled. - Fixed bad path to MOD folder on station services panel when assigning station services under alternate MOD folder. - Fixed Delivery mission bug preventing proper generation of delivery missions on the station Missions panel. - Fixed a number of typos here and there. - Fixed bug causing warp drive module to throw errors when no exit ga…
- Build 143-142 : Quickbar, Drones, Gates and such. - 31 August 2023
Devlog 107 covers the new additions of the Drone grouping panel and the Quickbar. The new drone grouping system will allow you to select all drones of a given type. This makes for easy access to the drones you want without the use of drone groups. If you decide to create a drone group, Drones from the group will no longer be displayed under their respective category, but under a new group header instead. I have also made a number of changes to the drone code and how they are handled when docking and undocking. The new Quickbar (or bottom bar) can now be modified using the new Quickbar Options panel. This panel will allow you to select what buttons will be displayed on the Quickbar. The new addition of the spacer button will allow you to visually group buttons together making them easier to access. All 6 of the main factions have received updates to the warpgate models. The warp animatio…
- Build 141: Markets, Maps and more. - 11 April 2023
Build 0.0141a * Hotfix for bad dock with structure button. - Fixed bad background image on quantity slider for drag and drop cargo. - Fixed sandbox station generator lounge display counter and randomized chance for spawning lounge in station. - Fixed raycast target area for merc fleet list command panel for individual mercs. - Fixed issue with basic combat tutorial drone getting killed by other NPC pilots in Void Starcross. - Fixed issue with basic combat tutorial drone using crate_drope_chance option instead of forcing crate drop when killed. - Fixed bug preventing proper calculation of jump distance bonus for missions. - Fixed galaxy map camera drag on UI bug. Resizing or dragging UI elements on galaxy map will no longer pick up map when dragging quickly outside of UI area. - Fixed mouse over glitch on market history tooltip. - Fixed a few spelling errors and typos. - Fixed bug with s…
- Build 140: Questing and Sorting. - 10 February 2023
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 bu…
- Christmas Fix'ns - 21 December 2022
Build 0.0139b * Fixed broken ship path file allowing players to sell there active ship bricking their save game. (easy fix on forums) - Fixed market station exploit to prevent stations from buying items for more than they sell them. (Regardless of skills and market values) - Fixed bad image for locker after 138 moved the MOD folder from the assets. - Adjusted cloaking skills and calculations for energy recharge after cloak field has dissipated. - Adjusted cloak module mechanic. You must now have an active cloak module to maintain the cloaked field. Turning off the module will dissolve the cloak field regardless of how much power it has stored. This will allow you to disabled the cloak to regain the ability for the ship to recharge its energy. - Adjusted cloak field mechanic. When using more than one cloak field generator, once the cloak field is established, turning off one of the cloak…