Astrov 0.1.5 - "Subsystems built and ready for operation."
Greetings Pilots! (Am I doing this too many times?)
Okay, picture this: A long-lasting duel between you and a seasoned veteran unfolds in a dusty, forgotten part of space. Both of your ships have been through a lot and are seemingly close to collapse from mere hits. Your scanners, only having to keep tabs on one target, have trouble giving you accurate locational awareness. Despite that, you manage to stay away from imminent death and keep on your target's tail, while seemingly having trouble getting a good enough lock on 'em. Suddenly, an opportunity presents itself. You have your sights aligned perfectly... but it's no use! Your guns are giving up the ghost from all the pressure they were receiving, have jammed at the worst time, and have squandered "The Shot".
That is just one possible scenario of many with the brand new subsystem functionality of 0.1.5 and beyond. To further showcase what can happen in a firefight from now on, I have created a short video presenting the four key subsystems for fighters.
Addendum: You can swap between a target's subsystems with the X key.
Outside of that, you can now change most of the settings mid-flight when accessing the tactical map (albeit I already found some glitches that I couldn't iron out in time).
Saves can now be deleted ingame.
Shephard is at it again, adding a brand new combat soundtrack, which can now be heard when inside the nebula sector.
Other changes have already been implemented from the month prior, which you can read here!
And finally, our good friend, the changelog:
02.07.2018 - Prototype ver. 0.1.5:
Additions:
⦁ Added destroyable subsystems, edited disruptors to supplement damage system
⦁ Added subsystem targetting (default keybind: X)
⦁ Added distance-based speed-matching functionality (match-speed now toggles between modes)
⦁ Added settings panel to tacmap
⦁ Added new combat track for nebula sector
⦁ Added ship lights
⦁ Save files can now be removed ingame
⦁ Certain warnings and notifications added to main menu
⦁ [EXPERIMENTAL] Added ability to swap between owned ships (default keybind: L)
Fixes/Corrections:
⦁ Updated to Unity version 2018.1.0f2
⦁ Reworked code, merged components
⦁ Reworked speed gauge
⦁ Reworked all small ship models
⦁ Reworked shaders
There is likely more, but I had a ton to cover these last two months so pardon if I left something out. That's pretty much it for this update! Next up is giving some more love to capital ships and expanding the capabilities of the current save functionality, which will make saving before a fight... not as pointless.
Thank You very much for reading, see you next month!
Edit:
Hotfix released due to some really annoying bugs - primary being that under certain parameters the game refused to return to the main menu. That should no longer be the case.
Edit 2:
One more update for the road ahead. The changelog is as follows:
07.07.2018 - Prototype ver. 0.1.5b:
Additions:
⦁ Added new damage effects
Fixes/Corrections:
⦁ Fixed target brackets showing up incorrectly in certain angles
⦁ Fixed possibility of jumping to another sector by accident during escort missions
⦁ Fixed out-of-sector hunting missions bugging out under certain conditions
⦁ Fixed UI functions breaking when attempting to select subsystems for a large ship
⦁ Fighters less likely to inflict friendly fire
⦁ Fighters now defer (often suicidal) head-on maneuvers
Files
Get Astrov Prototype
Astrov Prototype
A Work in Progress space combat sim
Status | In development |
Author | FixEEt |
Genre | Simulation |
Tags | First-Person, Open World, Space Sim |
More posts
- Road to Alpha pt4 - Ships, collisions and camerasOct 03, 2019
- Road to Alpha pt3 - Oi, JasonSep 14, 2019
- Road to Alpha pt2 - Quick DetourAug 08, 2019
- Road to Alpha pt1 - Show me the WorldJul 11, 2019
- Astrov 0.2.4 - A new strategyMay 22, 2019
- Astrov 0.2.3 - "Please choose your ship"Apr 16, 2019
- Still in the oven + what's comingMar 06, 2019
- Astrov 0.2.2 - BetterFeb 06, 2019
- Astrov 0.2.1 - BiggerJan 09, 2019
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