Drox Operative 2 early access month 7
Monday, 25 January 2021

Drox Operative 2 has now been in early access for over 7 months and is currently available on Steam and GOG.

As of this post, we've released 32 patches (6 since the last post) with 1,251 total changes (318 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.

Skill Balance: Pretty much all of the player skills balance has been overhauled. Now the higher level skills are much more powerful then the lower level ones and race specific skills are a decent amount more powerful than the general skills.

Balance: Rebalanced a ton of different things like component crew requirements, legend points for a win, race ship defense, and higher difficulties.

Crew Skills: Now crew can have up to one of the player skills. So it is now possible to get access to other race skills for your ship.

Probes: Probes give the the player another way to explore space and planets.

That's it for all of the major new changes, but there are still a lot of potential changes coming up (which you can see here).

As always comments are welcome!

 
Drox Operative 2 early access month 5
Wednesday, 25 November 2020

Drox Operative 2 has now been in early access for a little over 5 months and is currently available on Steam and GOG.

As of this post, we've released 26 patches (7 since the last post) with 933 total changes (152 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.

Spying: You can now plant spies on planets. This gives the player more ways to cause havoc and allows another way (other than treaties) to get information on what the races are up to.

Planet screen: There is now a planet screen that shows all of the information on planets that you have gathered through exploring, spying, or given through treaties.

Anomalies: There is now way more anomaly variety. There are also now anomalies that trigger when the player gets too close and many that give bonuses that last the rest of the sector.

Rebels: Rebels are now a playable option once they are unlocked and all of the rebel factions are more interesting and unique.

Better 4X info: The player now gets more info on race ship tasks & destinations, race production, and planet values.

Component protection: You now have more ways to protect components from damage. Components can no longer take damage if your structure is over 75% and components to the left and right on the layout will protect those in the middle some what.

That's it for all of the major new changes, but there are still a lot of potential changes coming up (which you can see here).

As always comments are welcome!

 
Drox Operative 2 early access month 4
Tuesday, 06 October 2020

Drox Operative 2 has now been in early access for a little over 4 months and is currently available on Steam and GOG.

As of this post, we've released 19 patches (5 since the last post) with 781 total changes (201 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.

Better UI: You can now scale the text and many of the menus in the game to work with your computer/monitor setup better or just your preference. There have also been a bunch of other quality of life changes added like component sorting, better menu pausing, and more message options.

Fighters: Fighters got a pretty decent overhaul. They are now stronger, faster to launch, have more variety in their damage types, and have more component modifiers that improve them. There was also a bunch of quality of life changes like showing their DPS and which fighter bays have fighters ready to go.

Unique playable ships: We made the playable ships even more unique. The race specific component slots got an overhaul making them more consistent. Subraces were also changed so that they have at least 1 different trait, skill tree, and race specific component than their parent race.

Better controller support: We made a ton of changes to how controllers work. We added a twin stick option where the 2nd stick automatically fires weapons which ever direction you point it. You can now use the dpad to move between UI elements. The left stick now more consistently lets you move things around (map, sliders, scrollbars, etc). And with the addition of a virtual keyboard, Drox 2 should be completely playable with a controller now.

That's it for all of the major new changes, but there are still a lot of potential changes coming up (which you can see here).

As always comments are welcome!

 
Drox Operative 2 early access month 3
Thursday, 03 September 2020

It has been my intention to do a monthly Drox 2 early access report. This first one is at about the 3 month mark, so I'm a bit behind. :)

Drox Operative 2 is currently available on Steam and GOG.

As of this post, we've released 14 patches with 579 total changes (which can be read here). This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes.

Skill system: The biggest change so far is probably the new skill/command system. Now instead of unlocking bigger ships and more slots with crew points in command, you unlock slots in the skill system. Each ship has 21 slot skills, 21 general skills, and 14 race specific skills available to put skills points into. The slot skills are basically the new way to get bigger ships and more slots. The general skills are available to all races, are generally weaker, but provide a little bit of everything. The race specific skills are what makes each race more unique and are usually the more powerful skills.

Weapon Grouping: You can now group weapons (or other components) so that when you press a mouse button or key for a use slot, up to 4 components can be fired/used instead of the usual 1.

Multiplayer: We have improved multiplayer connectivity and optimized traffic to make the multiplayer experience better.

Young races: We have had young races that have random portraits, icons, and traits since the start of early access, but now they are more interesting due to having random services and they can emerge into the galaxy. So even though they are random, if they do well, they can become a more persistent friend or foe.

Guild Win: Guild quests have come back similar to what was in Invasion of the Ancients though instead of being mandatory they are optional. However, you will now get a Guild Win if you complete enough of the guild guests.

Resurrection: After your ship has been destroyed, resurrection is now much safer. On resurrection, your ship's engines and thrusters are repaired and you get 10 seconds of immunity to make it a bit easier to get back on your feet.

Crew Points: In Drox 1, pretty much every ship had to put a lot of the their crew points into tactical. Now most of the weapon types have an alternate crew attribute that you can meet the installation requirements for. For example, you can install fighters if your helm is high enough or beam weapons if your computers are high enough.

Icons: And last, but definitely not least, we've added a ton of new icons for planet bonuses, random race portraits, military stances, outsider attitudes, social stratification, and race traits.

That's it for all of the major new changes, but there are still a lot of potential changes coming up (which you can see here). Hopefully I can start making a post like this each month.

As always comments are welcome!

 
Drox Operative 2 Early Access update
Wednesday, 27 May 2020

It looks like Drox 2's Early Access is going to get postponed a little bit. We are still in the Steam build review approval process. I submitted it last Thursday and Steam rejected it last night. I had left the Steam cloud stuff set as developer only and they wanted screenshots with the UI visible. I fixed both of those issues and resubmitted this morning. Since it is completely out of my hands I don't know how long the delay will be. It could be day or a week, I'm not really sure. Also on the Steamworks page it warns that their people are working from home because of Covid-19 and that could delay things more than usual.

As an aside, I actually never meant to have an exact date visible in the first place. I thought it was going to just say coming soon. When the store page went live with the actual estimated date, I was annoyed at Steam. However when I reread the options in Steamworks for the coming soon part, the store page was doing exactly what I selected. I either read it wrong this time or it has changed since we released our last game, either way it was my fault. :(

Anyway, as soon as we have the go ahead and it's not a terrible time to release, we will start Early Access. I'm hoping it will at least be within a week. In the meantime, I'm doing builds every couple days, so the game is getting better and better. I can't wait to get all of your feedback!

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