Posted March 16, 2025
Build 0.0150 (2025-03-16)
I have been working all week on getting the Cloud saves withe crossplatform 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 mislabled 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 diplay 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.
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 mislabled 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 diplay 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.