Astra Exodus - v1.01.08 Update

Astra Exodus is a single player turn based Sci-fi 4X strategy game inspired by the classics, with a multiple choice narrative driven epic campaign, top down real time tactical battles and an extensive semi-randomized research grid.
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AlbertoC
Slitherine
Slitherine
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Joined: Wed Mar 09, 2016 5:22 pm

Astra Exodus - v1.01.08 Update

Post by AlbertoC » Tue Oct 27, 2020 4:50 pm

We'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

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