Posted February 14, 2026 by Slice Bar
Attention Captains,
Patch 2.1 of Astra Protocol 2 is now live. This patch brings in a mix of new features and improvements alongside the usual bug fixes. We've added some new exploration options and a few ways of dealing with some tricky situations.
Here's all the changes:
New option to limit the max speed when under the autopilot. Once the ship reaches the desired speed, the engines will stop providing thrust until required to slow down. Controlled via the SET LIMITER, ENABLE LIMITER, and DISABLE LIMITER commands.
The ship comes equipped with a small amount of EMP projectiles which explode either on impact or after a short period of time. If a ship or missile is caught in the explosion, systems may be temporarily deactivated and target locks lost. Controlled via the LAUNCH EMP command.
A new way to travel. Allows the player's ship to make a near instantaneous jump to another position within range. Don't over use this function though as it will rapidly increase the load on your reactor, and folding space-time may have negative effects on your ship. Controlled via the WARP and ABORT WARP commands.
New objects may be found in the void of space. What you do with this information is up to you.
A player requested setting. When enabled, will prevent new ships from spawning if close to a space station. This will not prevent ships following the player or finding them through other means...
A new setting has been added for textboxes to produce an audio signal when displaying text on screen.
Space stations are now able to replace destroyed torpedo tubes and fighter bays. Unlike repairing other components, they need to have a replacement in their cargo to be able to conduct the repairs.
Space stations may also stock some replacement star-fighters. Fighters will be resupplied if the ship has lost a fighter, there's a free fighter bay, and the space station contains a fighter in their cargo.
Another player suggested feature. The spawning logic for ships has been adjusted so that they will no longer spawn within the ship's front facing. This should prevent situations where a ship spawns in before the player has a chance to react. Won't prevent all ship-to-ship collisions however...
Ships without weaponry will have reduced confidence, preventing them from approaching the player's ship.
Heliosaurs are now more likely to hunt down smaller ships or shield mites.
Space stations will not attempt to clean Up transmissions from known sources, such as space stations, science division, or headquarters. Should make deciphering those periodic signals a little easier...
The mission associated with crystalline entities has been tweaked a little to make it more achievable.
You can specify a seed value for when the game launches. This should ensure that the player's starting setup is always the same. Useful if attempting a speed run, challenging other captains, or trying to overcome a tricky situation.
A few strings and transmissions have been adjusted to fit on the screen a bit better.
And we've updated the user manual to fit all this in.
As you can see, we've packed a lot into this patch. Hopefully you'll be able to grab some achievements and let us know what you think of the new features - feedback is important to us, as it helps us steer the direction of Astra Protocol 2 and future games.
Until next time, captain.