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Astra Exodus

 
Version 1.01.09 PatchFeb 1, 2021 - Community AnnouncementsWe're releasing a new update for Astra Exodus. It includes a number of fixes and balance changes that were decided thanks to the feedback we receive from the playerbase. Keep it coming, it helps with refining the game and improving it. Thank you. We hope you enjoy it. Version 1.01.09 Changes ------------------------------------------------------------------------------------------------------------- + Improved the habitability icons and added more info, so it's not only indicated with an icon + Improved the planet classification section overlay of the info screen + Fixed a bug in which the base ship range was not updating in the UI, after a range increase research is done, even if the actual range was in fact increased + Fixed a problem with the right arrow button, to switch between planets, in which it's center was not registering correctly the click. + Fixed a typo with the colonization shortcut button in the planet view + Improved map performance a bit by optimizing scene complexity + Improved game initial load performance through texture optimizations + Improved edge panning, reducing the pixels where this is triggered in the galactic mapAstra Exodus - v1.01.08 UpdateOct 27, 2020 - Community AnnouncementsWe're releasing a new update for Astra Exodus. It includes a number of fixes and balance changes that were decided thanks to the feedback we receive from the playerbase. Keep it coming, it helps with refining the game and improving it. Thank you. We hope you enjoy it. Changelog: + Made sure that the player can delete default designs as well, if he so desires + Made sure the text fits on the mission setup scene mission/sandbox description always + Fixed an issue in which the Vandaal Fighter bay was causing a NAN value for ordnance required + Fixed an issue on mission 3, in which the game didn't quite keep track of the fleets destroyed, for achieving the optional objective + Made sure you don't start at war with the Okli in mission 05B, also increased the imperium starting colonies to compensate + Fixed a bug in which industry conversion into population growth was not working correctly on planets with a peculiarity + Reduced the Researcher hero skill bonus to 4 research per level + Fixed a bug in which the specialization picks were incorrectly calculated on load game, which allowed the player to research more of techs than he should have + Fixed a bug with the Researcher skill, in which when loading a save just after a level upgrade, it increased the research generated exponentially instead of linearly + Fixed an error which happened when a fleet from Z is stationed in system where a colony from Y which X tries to invade + Fixed a bug when taking over the last planet of a faction, where you couldn't close the battle screen. It was due to an alliance not being able to be broken. + Made sure the fleet popup doesn't get in the way when attacking another fleet in the system + Made sure the value for resources and planet population on the system view are correctly show when involving huge values + Optimized the handling of the planet list, reducing the time it takes for it to be updated + Optimized the handling of the colony list, reducing the time it takes for it to be updated + Optimized the update of the build queue items for each colony, reducing the delay between view switching + Made sure the Installations in the colony screen are shown by order of construction + Optimized turn process time for late game saves + Corrected a travel time mismatch between ETA and actual turns required for a troop/population composite fleet + Increased the size of systems click boundaries, to avoid problems selecting them for fleet movement or to enter them + Fixed a bug that happened with weapon specializations applied to a non selected design Astra Exodus - v1.01.07 Update - New playable factionsSep 14, 2020 - Community AnnouncementsUpdate 1.01.07 releases today, and with it five new playable factions have been added to Skirmish mode. This latest update is the culmination of Atomic Kaiser's relentless work on expanding and improving Astra Exodus. You can find the full changelog below. As usual, let us know what you think, your feedback is always welcome. If you are on the fence, we are running a weeklong deal on Astra Exodus. Starting later today, the game will be 50% off for 7 days. {STEAM_CLAN_IMAGE}/33869498/2f222cb30b73931f34af7c905055178a22648535.png {STEAM_CLAN_IMAGE}/33869498/6e587d9933d7de1eabf7597dea25b44d73815933.png Version 1.01.07 Changes ------------------------------------------------------------------------------------------------------------- + Fixed an issue in which the starsystem owner would not change, after a colony was conquered through a ground invasion + Made sure the AI is always at least a bit aggresive, even in the case of a pacifist AI + Made sure that the AI changes victory condition if picked one that was disabled + Added an aggresiveness bonus/malus according to difficulty. It is neutral at the default Captain difficulty. + Made sure leftover research is taken into account when you trade for a tech you were researching, in order to calculated teh ETC for the next one + Fixed a bug related to reserching the last tech in field in a campaign mission, which was disabling the endturn button + Increased the max name length of designs to 20 characters + Improved the loading speed of the battle simulator + Improved the loading speed of the quick designer and in game designer, specially with tons of designs available + Fixed an issue with updating the colony list after a project is completed in the campaign, it was simply not happening + Fixed a bug when dealing with special techs after loading a save, in which they were being researched but were showing up as unresearched, even when their effects were active + Added a description for the ELTF, Vandal Freehold, NeoHuman Imperium, Star Serpents and Pirate Clans factions + Added the pirate clans as a playable faction, rebalance its traits and improve it's character graphics + Fixed an issue with inverted subject in the Cordial response with the Followers of Kala. It would use the wrong leader name. + Fixed some types in advices, crisis and counter tech descriptions + Rebalanced campaign faction skills (Expanded Freehold, diferentiated ELTF from Republic and completed Imperium skill poiints) + Added the 5 main campaign factions to the sandbox game mode + Clicking on a DataNet Notification that a system has been explored now centers the camera/view over that system. + Fixed a bug in which when trading techs, the delta left research was added to whatever was left in the queue, enough to sometimes even complete another tech + Made sure to remove destroyed players from the factions list, even if you couldn't contact them before + Increased the size of the bonus indicators for the profiles list item UI object, ...New playable factions coming with the next free updateSep 9, 2020 - Community AnnouncementsWe are working on a new free update for Astra Exodus, which we aim to release sometimes next week. Among the usual number of fixes and improvements, there is one new addition that we think will really please you: we are adding 5 new playable factions to the game. Those are 5 factions which appear in the single player story campaign, and now you will be able to play as them in sandbox mode. We're looking forward to releasing it and hearing what you think. Astra Exodus - v1.01.05 UpdateJul 21, 2020 - Community AnnouncementsWe are releasing a new update for Astra Exodus, bringing the game to version 1.01.05. This update consists in a number of fixes and additional polish. You can find the full changelog down below. Let us know what you think of it, and if you have further feedback for us don't hesitate to tell us please. Changelog: + Added an option to restrict the maximum number of autosaves per game session. The default number is 20, but it can go up to 100. + Got around a problem when loading saves that contain references to designs which are no longer valid, by loading them anyways (they might have been valid in a previous version) + Fixed a problem which resulted in an incorrect colony hunger calculation, based on the rouding of float numbers(extremely rare!), even when they had freighters bringing enough food. + Fixed a bug with the Researcher hero skill, which was not adding the correct number of research bonus, after game load + Fixed stat/description problems for Neutron Lance and Advanced Capacitor modules + Now most heroes notifications are auto removed, after the player has taken a look at them, without clicking on the notification itself + Now most starsystem notifications are auto removed, after the player has taken a look at it, without clicking on the notification itself + Now most colony notifications are auto removed, after the player has taken a look at it, without clicking on the notification itself + Added a way to move a group of colonists, instead of only one, when managing a colony's laborer. Basically all to the right of the one selected, are also moved in the operation. + The game now hides non valid designs, even if they somehow exist + Fixed a problem when a design is modified outside the game and is no longer valid, when an older file save is loaded + Fixed a problem in which power consumption bonuses for some specializations was not being correctly applied + Fixed a bug in which the prevoiusly selected starship design, was overwriting the new one specializations in some cases + Fixed a problem in which the ETA of population only fleets, was not being reflected in the true number of turns + Fixed a bug in which the incorrect total materials consumed would be shown at the start of the turn, until some laborer was moved or some other action was performed, which updated the colonies resource consumption + Added an Astraportal indicator to the starsystem info ui object + Fixed a bug in which the player couldn't remove a core module from a design in the quick designer + Added edge screen camera panning down and up experimentally. I added this by having the zone start slightly below the bottom buttons text. + Made sure late game campaign eleksun weapons, do not show in the quick designer + Fixed text misspellings with the starship tactics and the campaign briefing + Made sure bigger ships start in the center of formations in space battles + Added a notification for when a colony is idle, which was never shown due to the automatic industry conv...Astra Exodus - The Talos Arena Update is out!Jun 30, 2020 - Community AnnouncementsWe are releasing the biggest update ever for Astra Exodus. It is truly a massive one, and we call it the Talos Arena Update. Talos Arena Update Highlights Battle Simulator Play battles right from the main menu. Select the your ships, the ones for your enemy and just start a battle. You can also adjust how large the battle is and even randomize it. Plus you can change the color of your ships. Quick Designer In order to make it practical, you can access a full featured ship editor right from the main menu, with all the modules in the game enabled. So you can quickly create any ship design you want. These designs will show up later in the game, as well as those in the game show up in the battle simulator. Hotseat Multiplayer Basically the ability of several people to play in the same computer, as different factions. You pick the ones that are human controlled and then manually switch players each turn. New Heroes 8 new heroes were added to the game, to add more variety in large games specially. Larger Maps Two new galaxy size settings were added, which increase the max map size significantly, with over 200 starsystems. New Galaxy Content Two new peculiarities, one new menace, one new exploration event. The Astra Exodus universe has never been more rich. All this new content and the new features are absolutely free and it was made possible thanks to Atomic Kaiser's dedication to improving Astra Exodus. We're looking forward to hearing what you think, so don't refrain from giving us your feedback in the comments section or on the forum. Live Stream If you'd like to see the new features in action, we are going to stream the game tomorrow July 1st at 6 pm BST on our Twitch channel. It'll be a special stream completely focused on the new features - don't miss it. Discount Last but not least: Astra Exodus is currently on sale, at 30% off. If you'd like to give it a try this is the perfect change to acquire it. https://store.steampowered.com/app/880750/Astra_Exodus/ Version 1.01.04 Changes + Increased level 2 and upwards installations costs, as they were way too cheap + Made sure to clear selected profile when opening the profiles panel, so no ghost selection happens + Added alphabetical sorting to planets + Added the homeworld of allies/enemies to the known starsystems at mission start in the campaign + Rebalance planet fraquency so more inorganic planets are generated instead of organic across all settings + Redesigned options panel so it doesn't look so tall, now that we have tons of options + Tweaked the IluminaStarnation and VeloranHorde colors so they are more distinguishable + Made sure autosaves with the same settings don't overwrite each other + Fixed a bug in which autosaves wouldn't be deleted because they were being searched in the wrong folder + Made sure to clear factions after loading a game with a custom faction and going back to the main menu + Improved speed at which save files are generated + Increase Ancient trait cost by one and remove...1.00.08 - Beta - Help us test the new Arena Update!May 11, 2020 - Community AnnouncementsHello Everyone, Atomic Kaiser has been working hard to improve and expand the game. We are currently working on a huge new update, bringing new game modes, tools heroes and much more! The full changelog can be found below. {STEAM_CLAN_IMAGE}/33869498/a3b9aa6a09f1dd21797ac36c412ed4bd0ee158e9.jpg Some of the main changes are: - Arena Mode - Configure armies and fight battles, testing your own designs and tactics! {STEAM_CLAN_IMAGE}/33869498/f6dc67979298d028334c4d8d31fc677fa09ddb52.jpg - Ship Designer - Now you can design ships for all factions right from the comfort of your main menu! Experiment at will, and test your designs in the arena {STEAM_CLAN_IMAGE}/33869498/22a1383056b0872f100f5e8a8e7766394cd889b7.jpg - HOTSEAT - Play local multiplayer games. IMPORTANT NOTE: Due to the massive nature of this update, it is NOT savegame compatible with previous versions. We are at the stage where we are asking for your help to test this massive update, before we roll it out as an official patch. You can access the beta version of this update by activating the beta branch. Instructions can be found below. We would greatly appreciate all the feedback we can get! Spotting bugs or glitches? Let us know! Having questions or ides? Drop us a line on these forums! Please give the new build a try and drop me a line if you have any questions about how to access the build. How to sign up to the beta: - Open your Steam library - Right click Astra Exodus - Select Properties - Open the BETAS tab - Select Open Beta from the drop down menu - Wait for your download - Enjoy! Version 1.00.08 Changes ------------------------------------------------------------------------------------------------------------- + Fixed first time game start problem with strange resolutions and aspect ratios, which defaulted the resolution to the minimum available resolution + Improved support for rare resolutions and aspect rations + Gravity generator now can not be constructed on normal gravity planets + Fixed a bug that made imposible to remove the same module installed on an existing design from the quick designer + Fixed a bug in which optimized shields specialization was not lowering power consumption value + Enable specializations in the quick designer, which were disabled somehow + Modified the trading holds special support module so it has half the space, power and costs, while giving double the credits + Changed the Might function to make sure the value is more relfective of the effectiveness use of the ship and is balanced between roles/cost + Disable tactical battles in ground and space when fighting other human forces, as it was unfair to fight them under the AI control + Fixeda a bug when doing 1v1 hotseat games with the audience screen at the first meeting + Significantly increased max pop and materials production in all planet types except terran. Increased trade a bit in terran and taxes for all planets. + Made sure the AI is more strict when giving into player demands like techs, ...Astra Exodus Dev Diary #17 - Advanced Modding GuideApr 21, 2020 - Community AnnouncementsHey everyone. Fernando here again guys, first of all I hope you are all doing ok, with all that is going on. Stay safe! In any case, here I come with another entry of the Astra Exodus dev diaries. I thought since I’ve received lots of requests for a more in depth modding guide and pretty much many of us are staying indoors, it was a good time to actually do it. Why not before? Because I’ve been busy working on the next major update to the game, which we hope to reveal in a couple of weeks ;) you can expect news about it to come your way very very soon, so stay tuned! Anyway, onto modding now! Where to start? Well in the basic modding guide, which you can find here: https://steamcommunity.com/games/880750/announcements/detail/3452506664386446815 This guide will assume you have at least read through that one first, before proceeding with this one. You can also check out the manual, where you have more material on the subject. Finally it is always recommended to pick an already working mod to start from and use as a reference. For this you can use the Star Wars and/or Translation mods, which were created by me, but any will do of course. Globals.lua This file under the /Data/ directory contains all the game’s most important variables. Beyond the objects in the game, like factions, techs, etc, this file defines the overall rules; with which it must be governed. We will go over each section, which is denoted by a comment starting with --, to see what kind of variables each one has. {STEAM_CLAN_IMAGE}/33869498/91f7af5c516779e94b5af499d22a04b1eb7106ef.png Debugging: Here you can toggle on/off logging and also the cheats. The log will be outputted to C:/Users/ /AppData/LocalLow/Atomic Kaiser/Astra Exodus. Localization: In this section you can add more languages to the game by providing a localization RESX file. You can use one of the two provided under /Data/Localization as examples. Here all you have to is enter the two letter country code with which the localization file ends with. It must be a proper ISO3166 country code. Each coded string here will be referenced from the other data files of the game, such as techs, modules, etc to find the localized text to display. These are usually shown as ID, Name, Description and Stats. However stats is, in most cases, autogenerated by the game(special abilities are the only exception). AI: For the AI you have two main parameters so far, one that adjusts how social it is, meaning how often it will seek others to trade, threaten, etc. And finally an aggressiveness setting that will regulate how often it is willing to pick up a fight. Economy: There are many variables herer that affect the economy in the game. Probably the most importants are the required foo per population, the minimum materials efficiency factor(determines how fast you can construct stuff if you are out of minerals) and tax income per population. You also have the rate at which construction/industry is converted into Credits, Research and Popula...Astra Exodus - v1.00.06 UpdateMar 24, 2020 - Community AnnouncementsHi everyone! We are releasing a new patch for Astra Exodus, updating the game to version 1.00.06. Update 1.00.06 mostly focuses on fixes and both performance and quality-of-life improvements. Once again, thanks to everyone who provided their feedback to us, so that we could keep improving the game. Atomic Kaiser in the meantime will continue to work on their plans to further improve the game... stay tuned! Version 1.00.06 Changes + Reduced the default difficulty to Captain and the difficulty to get bonus plaques to General + Fixed a significant bug in which the AI retrofiting starships disabled the end turn button + Made sure the AI gets a bit angry with constant demands, even if it accepts them due to high relations or threat. There are new modifiers for this. + Added the current selected Operative mission description to the corresponding panel + Now the file saves are ordered by date and time in the load game main panel + Added your/theirs to the tech being requested/granted in the audience screen to highlight who gets what + Improve the description/stats of the specialization picks so it's clear what you get + Improved english localization campaign messages and heroes + Removed the file extension in the name of a file save within the load game panel + Improved the visibility of of the board button in the colonists + Increased the upkeep/fee of the Ancient hero skill + Made sure to update heroes stats and skills as soon as they gain a level + Added the timestamp to the load screen of file saves + Improved performance by delaying loading audio files until they are absolutely necessary and added audio cue to the selected fleet panel + Improved load performance of graphic files from the hard drive + Added missing sound effects for troops in battle + Improved overall space battles performance, thanks to audio improvements + Strike craft now spawn further away from the carrier starship + Made sure assault starships(specially strikecraft) get the correct heading when you speed up the battle. + Improve significantly the initial game's startup time + Parametrize the Creative trait to set the number of techs available per level + Reduced minimum material efficiency to 20% to make mining more important + Pollution installations/techs affect morale instead for factions with the plantoids trait + Lowered the megafauna and native population peculiarity bonus to 6 food + Improved DataNet UI feedback on failed operative missions + Fixed a rare hero bug in which an operative is able to sabotage fleets of ships + Added an option to flip the mouse zoom scrollwheel direction + Fixed a bug in which support module space specialization picks were not working correctly Astra Exodus - The path goes on and on...Mar 13, 2020 - Community AnnouncementsTwo days ago we released the latest patch, 1.00.05, another rather big update containing a mix of fixes and new content (among which, the rather important new Retrofit feature, as well as improvements to Population management and the option to transport population from one colony to another). We really hope you are liking the updates we keep rolling out! We recently discussed our future plans for Astra Exodus, and recapped what updates we had released until then. We are still not ready to divulge our plans for the future, but we are working on improvement and new content which will make players very happy! So stay tuned, and we will let you know soon. Until then, in case you haven't done it yet, why not leave a review on the Steam page? Having your feedback helps us immensely, so that we can get a better direction on where to go in order to keep making the game better. https://store.steampowered.com/app/880750/Astra_Exodus/Astra Exodus - v1.00.05 UpdateMar 9, 2020 - Community AnnouncementsHi all. Today is another important day for Astra Exodus! We are releasing the biggest Astra Exodus update so far. The changelog is quite massive, and you can find the full changelog below. Unfortunately, some of the changes were structural, and as such this new update doesn't have savegame compatibility. Let us know what you think of the update: as usual your feedback is essential to us, so that we can keep improving Astra Exodus and making it better and better. And yes, we have some ambitious plans for the game, but we're not quite ready to reveal them... Version 1.00.05 Changes ------------------------------------------------------------------------------------------------------------- + Improved datanet UI items so they are highlighted when they have art to show when activated + Improved item selection graphics, specially in the fleet composition panel, but also in other areas + Made sure that you can set normal speed with space, when the start battles paused option is active, plus make it possible to toggle extreme speed that way also + Fixed a bug in which backing out from a tactical battle end panel, with right click or back button, messed up the camera zoom + Fixed a bug that fired when loading a file save from the game itself, in which the scale of the fleet icons was messed up, if you are zoomed out when it happens + Fixed a bug in which a save file couldn't be load due to a null starsystem owner player + Fixed a visual bug in which core modules were not showing production costs or upkeep + Exposed base upkeep and core cost modifiers for starship roles in the Globals.lua file, plus rebalanced them to make ships cost less + Exposed the minimum materials efficiency value to the Globals.lua file + Added the ability to the AI to use the new retrofit feature and improve its ships + Made sure to disable starmap scouting via population only fleets + Added a way for renaming individual starships from the fleets screen + Added a retrofit button to the Fleets main menu, which takes you to the corresponding colony screen + Applied the starship build item colony filter for retrofit projects as well + Incorporated the feature of starship retrofits, via projects which show up on colonies that can retrofit ships. + The AI now moves fleets to closer owner Starsystems, before going into enemy starsystems + Added a way for the AI to insta move population on higher difficulty levels + Added the ability for the AI to move population around + Made sure the planet visual indicators show up immediately on the starsystem view, when stuff is built and sold on colonies + Added the ability for the renaming of outposts + Added the ability of renaming an owned starsystem(this is done in the starsystem view) and also the homeworld. + Allow for sandbox games without victory conditions + Increased weapon fire evasion of smaller ships to encourage their use + Increased upkeep of large starships to encourage the use of smaller ships + Fixed the default designs, taking in...Astra Exodus - Dev Diary #16 - Post LaunchFeb 19, 2020 - Community AnnouncementsHey everyone. I am Fernando from Atomic Kaiser. It’s been a couple of weeks since the release of Astra Exodus now and we felt it was a good time to go over the launch, what went wrong and what went right, and talk about the future of the game, the updates we have released so far and a small hindsight over what we have in mind for the the future of the game, based on the feedback we have got since then. Launch Summary Sadly we didn’t have the best of launches for the game, as not only a couple of nasty bugs slipped by us, but on top of it all many people at launch were expecting something quite different to what Astra Exodus actually is. All of this showed on the reviews we got to the game and of course it was a major concern for us. As I mentioned then in our first status post in the Steam forums, bugs can and were squashed. We did the same with improvements and features added / implemented as they were reported / suggested by the community. But please bear in mind that fundamental parts of the game like the art, graphics and aesthetics of the game are something we are not changing even if we could. This would go against the 90's theme we are going for with the game, something we have shown with pride in all marketing material. On the expectations front, which were as per the reviews totally different in some cases to what the game actually is, we frankly don’t know what we could have done differently as pretty much all marketing material was quite upfront with how the game looked, felt and played as. Updates so far Ever since release we have been updating the game with bug fixes, improvements and even new features, responding to the concerns to the community as fast as possible. At the time of writing this post, with version 04 out to everyone now, we have no known bugs left and the following improvements and features added to the game since release: Improvements Enable colonization of planets which were previously used for one of the player outposts The game now remembers the position and zoom level the camera was, when going from and to the galactic view Added info on starship's health (hull / armour) on it's tooltip and improved the related UI object Reduced the RNG factor in auto-combat battles to make them more predictable Reduced the frequency of AI offers through diplomacy to make it less annoying Changed auto-retreat of fleets to not have any punishment at all Added an additional speed setting to space battles in order to speed them up Now space battles start out paused instead of in a slow time setting Decreased the base turns required to achieve victory conditions to speed up games Removed advice to lower/increase taxes when you can’t do so Enabled faction customization in modded games Features Added a Visual Styles setting to the game, which adjust the color / contrast / brightness and several effects options for the starmap and battles Added an autosaves option to the game with several settings Added an option to disable edge panning...Astra Exodus - v1.00.04 UpdateFeb 19, 2020 - Community AnnouncementsHi all. We are releasing a new update, bringing the game to 1.00.04. We are going to release a new Dev diary later today, so be on the lookout for it. Our main point is that Astra Exodus' path continues, and we have future plans for it. In the meantime, you can download the new update, and find the full changelog below. As usual, many thanks to all those who gave us feedback and suggestions! It is very much appreciated. Version 1.00.04 Changes • Fixed a bug in which opening the load game panel, loaded automatically a mod, when a save from said mod is present • Made sure that custom starting population values in the Globals.lua file are correctly taken into account for the homeworld • Made sure fleets can attack and invade in the same turn, but not move after to avoid one turn defenses problem • Improved the camera smoothness when zooming and panning at practically the same time • Made sure an outpost planet can be colonized from the planet buttons interface • Changed test battles shortcuts so they don't impact faction customization in the main menu • Updated the SW mod to work with the latest version of the game • Made sure the customize faction option is enabled when using mods and fixed any problems it caused • Added a toggle option for the game to use a hardware mouse cursor where available • Added an option to disable camera edge panning in the game • Added an additional stance for long range combat called Siege • Fixed a bug which was corrupting the game, every time a fleet was splited in mid hyperspace jump • Fixed a bug that was preventing end turn, after loading a campaign game, related to corrupted victory conditionsAstra Exodus - v.1.00.03 UpdateFeb 13, 2020 - Community AnnouncementsHi all. We are releasing a new update for Astra Exodus, bringing the game to version v1.00.03. We'd like to thank everyone who provided us with feedback, as this really helps us with improving the game. This update in particular consists of a number of fixes and quality-of-life improvements. It also introduces experimental support for more types of resolution, like 3:2 and ultrawide. Version 1.00.03 Changes + Fixed a bug that was removing heroes in the campaign, like they do in the sandbox + Added experimental support and improved UI for 3:2 factor resolutions + Added experimental support and improved UI for ultrawide resolution + Fixed a bug in which autosaves were firing once without being turned on + Increased pollution construction destroying effects + Parametrize pollution, morale and corruption effects in the Globals.lua file + Fixed a bug in which governor heroes were not applying correctly modifiers based around pollution, morale and corruption to colonies + Fixed a bug that was preventing end game repeatable techs from accumulating their effects + Now changing the tax rate affects immediately the selected colony if in that view + Fixed a bug when offered to trade specialization techs from the AI and you had no specialization points available + Randomized a bit the list of techs asked by the AI, so it doesn't always asks for the same + Fixed a small graphical glitch with opened tooltips on the audience screen, while hovering the techs for trade + Fixed a bug that happened when going to the next/previous colony from the colony screen, in which the starsystem info of the original system disappeared + Removed the advise to lower taxes when its already at minimum, same for the other extreme + Now space battles start Paused instead of at a Slow pace + Reduced the amount of turns required for the ascension victory condition + Added the ability to specify victory conditions required turns in the Globals.lua file + Fixed a bug that was preventing terraformed planets from having the correct maximum population + Fixed a bug that was preventing the Steam achievement for freighters from firing + Fixed a bug that was affecting campaign saves, regarding empty or invalid items on the build queue + Fixed a bug that was preventing the immediate update of the available special techs, after one was available due to a crisis + Now the game notifies the player when others declare war against each other + Fixed a bug that was preventing the achievements for galactic crisis to fireAstra Exodus - v.1.00.02 UpdateFeb 4, 2020 - Community AnnouncementsHi all, we are releasing a new update for Astra Exodus, containing some of the fixes that were highly requested by the community. Admittedly, Astra Exodus needs some extra work, but this is what we are for. We won't stop working until Astra Exodus keeps improving and getting better and better, so stay tuned to check what's next for the game. You can find the full changelog down below. Please let us know what you think, as usual your feedback is extremely important to us, and it'll be very helpful as we start working on the next update. Thank you! Version 1.00.02 Changes + Fixed a bug in which the weapon mount was not being selected correctly when editing a starship design + Fixed a bug in which enhanced core modules, were not being loaded correctly on the starship design screen + Forced 1080p at game start to try to avoid strange UI deformations on non standard resolutions. + Set a target framerate and forced VSYNC method on all quality settings, to try to avoid any high CPU/GPU cases + Fixed a bug in which some graphs values were not being correctly shown on game load + Change credits for treasury in the government graphs and adjust values according + Fixed a bug in which some modifier based custom faction traits, were not being applied correctly on game start + Now when a colony can no longer grow, it shows a message indicating so. Plus there will not be a 0 turns instead of 1 for growth/shrinking + Added the AI the ability not to loose pop on colonizer construction on higher difficulty levels + Decreased AI ability maluses in easier difficulty levels + Added a super fast time control setting called Extreme for space battles + Added the Autosaves feature settings to the game, with several turn intervals + Added the Visual Styles feature, which is a settings option that changes how the starmap and battles look, making it be more dimmed or darker; vs the default colorful way of the game + Now the game remembers the position and zoom level the camera was, when going from and to the galactic view + Added the percentage damage to hull and shields received, to a starship's info panel or tooltip + Imprved the visualization of a starships health, including mostly hull and armour. + Reduced the RNG factor in autobattles for both land and space. Plus parametrize the values in the Globals.lua file. + Added the ability to autoretreating fleets for avoiding all damage + Improved the readability of several UI objects in different languages + Reduced the frequency at which the AI asks for an audience by a third + Parametrized default AI aggresiveness and socialness in the Globals.lua file + Added the ability to save automatically, when exiting a starmarine mode game + Fixed a bug in which the Starmarine mode file saves, were not being saved with the correct file extension + Added the ability to be able to colonize planets that have an outpost from the same player, granting back credits as the outpost is scuttled + Fixed a bug in which the Heroes missing notif...Astra Exodus is outJan 30, 2020 - Community AnnouncementsAstra Exodus is the new 4x sci-fi strategy game from Slitherine: a compelling mission-driven campaign where you will need to manage all aspects of your star empire: economy, war, diplomacy, espionage, technological research, exploration There’s no place like home. Humanity has reached the stars and explored the galaxy, but all memory of its home planet has been lost. Now it’s time to head back home and find the lost Earth, exploring all corners of unknown space. But be prepared: this search will be dangerous. Merciless Alien factions and Space Pirates lurk in the shadows, waiting to annihilate Human colonies and wreck their homeward-bound fleets. https://www.youtube.com/watch?v=X3YQO3zo0yc&feature=youtu.be Astra Exodus is the new 4x sci-fi strategy game from Slitherine: a compelling mission-driven campaign where you will need to manage all aspects of your star empire: economy, war, diplomacy, espionage, technological research, exploration... Play either the single player story campaign, where you will lead mankind in its search for their lost homeworld, or play in the sandbox mode, where you will be able to pick your faction (or customize it) and decide on the type of galaxy, opponents, and type of victory conditions. Explore the galaxy, colonize hospitable planets, build cities and factories, and prepare to defend them: first design your own ships by choosing which modules you want to install, then wage war by fighting real-time pauseable battles. https://www.youtube.com/watch?v=Z-G0KwuJxhM Astra Exodus is out now at a 10% discount for one week. Take advantage of this offer while you still can. It will be live-streamed on our Twitch channel later today at 6 pm GMT. Don't miss Admiral Richard Yorke wage a full-scale interstellar war. Astra Exodus Steam AchievementsJan 29, 2020 - Community AnnouncementsAstra Exodus will release tomorrow and we know many of you are excited. We've received a lot of enthusiastic feedback and many questions on our socials. One of the most common question is about achievements. Will Astra Exodus have achievements? Well, the answer is YES! Astra Exodus will have 55 Steam achievements. Let's have a look at a few of them. The Market's Whim {STEAM_CLAN_IMAGE}/33869498/dea911d81b00bd4cee92011460a6f560a3216797.jpg Suffer a Economic Crisis event and nullify its effects, by researching Galactic Trade Commission. Exterminate with prejudice {STEAM_CLAN_IMAGE}/33869498/0db7fb6b629ba07baf9d50098db8c9920b8b8f6e.jpg Defeat a menace, in the Sandbox game mode. Terra invictus {STEAM_CLAN_IMAGE}/33869498/f4a3973148c6eef4f4975bedf0791af5897c2f31.jpg Achieve any victory condition in the game, as the Terran Republic faction. Evolutionary Ascension {STEAM_CLAN_IMAGE}/33869498/b9a1334218a68efeed57a5072f5fb720b3fb9deb.jpg Achieve an Evolutionary Ascension victory in the Sandbox game mode. There's a lot more of course, but we'll let you discover them on your own. Astra Exodus will release tomorrow in the European afternoon. Are you ready? Video Tutorials for Astra ExodusJan 28, 2020 - Community AnnouncementsAstra Exodus will be released in two days, so we thought it'd be a good idea to prepare some video tutorials. https://www.youtube.com/watch?v=IdiRfh9LtgY&list=PLQrYLOdjwRhRqoHdCnY8iPkkvirUZ41gE Each video focuses on a different aspect of the game and they are a great way to get acquainted with the basics of gameplay. There are 20 in total, and there's quite a lot there. Let us know what you think and if you need clarification on anything. https://store.steampowered.com/app/880750/Astra_Exodus/Watch the Combat TrailerJan 27, 2020 - Community AnnouncementsWe just published a new trailer for Astra Exodus. It showcases tactical battles, which you fight in pauseable real time. They are fast paced and immediate, and incredibly fun. https://www.youtube.com/watch?v=Z-G0KwuJxhM&feature=emb_title Astra Exodus is due out on January 30. Are you ready? https://store.steampowered.com/app/880750/Astra_Exodus/Astra Exodus Dev Diary 15 - Basic ModdingJan 21, 2020 - Community AnnouncementsWelcome back to our last dev diary before release on January 30. Today we are going to take a look into modding: how players can change the base game to their liking, create entire mods from zero and upload them easily on the Steam Workshop, for those who play on Steam. Mod Structure Astra Exodus was designed from the ground-up to be moddable, as pretty much everything in the game is loaded from files editable by users, organized in a certain structure. This very same structure, found on the base game directory, must be reproduced by any mod, adding a main data file as well which defines the mod. In the /MyGames/Astra Exodus/Mods path, you’ll find a data file named after the mod, plus a main folder that contains the mod files, with the same Data and Graphics folder structure as the main game. Data Files The data files into the game allow you to define pretty much everything on Astra Exodus, from technologies to factions and starships, everything can be changed or expanded. They are in LUA format, which can be easily opened with any text editor. We recommend using Notepad++ though. Here you have a base file called Globals.lua, where you can change the main values of the game, such as how much food a colonist consumes for example. Then you have a folder structure, grouping factions, techs, troops, and everything else together. Opening any of the contained files will give you an example of how to change or add one of these yourself. The most complex values you can find on these files, to configure whatever concept each represent, are the references to localized text and the path to the corresponding graphic files. The localized text tag is searched in the files under the Localization folder, where one must exist for each language the game supports. Finally a graphics file reference is basically the path, from the base folder, to the corresponding image (PNG) file. {STEAM_CLAN_IMAGE}/33869498/a338c0ad048ad973dfc5e02513c17c09df0139f0.png Graphics The game’s graphics come from PNG image files, which as we just saw, are referenced via a relative file path by the data files. So for every Installation an image must be referenced in order to be used in game, just like with everything else in the game. The game requires PNG files in order to have an Alpha channel available, as it is used in almost all possible scenarios, when using graphics in game, from starship classes to techs. There are some extra graphic files that need to be supplied for every mod, regardless of any reference from the data files. These are the mod icon, main menu and data net background images. The first ones can be placed anywhere inside the mod folder, as long as they are referenced on the main mod LUA file, however the DataNet images must be placed in a folder with that name, inside the mod’s Graphics folder. {STEAM_CLAN_IMAGE}/33869498/b9fa387de0a51f670aafcfa5be6e7b40f32c89d9.png Steamworks Once you have set up a mod, you might want to share it with the community. To do this, you ...