These week we actually pushed 2 fast track updates, v.899 and then v.902 with added a few extra fixes. In case you missed it, here is a combined changelog;
FastTrack v.899 and v.902:
Welcome screen created for first time the game is played
Game Cutscene added
Game stability improvements
Map Seam improvement (fixing visual glitch at planet level)
Final 2 factions added - Disciples and Plodders
Updates to lore and backstories
Steam achievements added
Governor Priorities updated with more options and revised effects
--- Will have significant impacts on AI faction actions
Improved AI faction facility build sequences
Improved AI invasion code
UI updates
--- Land Department renamed to Recon Department
--- Quit options added
--- Planet Popup contents update
--- Improvements to battlegroup assignment controls on orders panel
--- Game Options menu re-sorted and cleaned up
--- List expand/collapse arrows added for better feedback
--- Faction emblem shown on alert messages
Updates to player feedback and help system
More tutorial fixes and balance changes
At galaxy level, units in battlegroups are no longer shown individually, just their battlegroups
Balance changes to what actions are triggered at which initiative levels
Merchant AI ship movement adjusted (move faster, FTL closer)
Unit pathing around stars updated (no more star diving)
Fixes to galaxy generation outer edge positions
Variouqs sounds effect updates, include lots of space Pew Pews
Various fixes to models and textures
Fixes to ship upgrade components gained from researching improvement techs
Minor fixes to galaxy shroud - ongoing work as bugs remain
Minor updates to combat VFX
Fixed bug where beacons could be given orders
Galactic Ruler Official Release Date
Hello Galactic Ruler Community!
We're excited to announce that on August 3rd, Galactic Ruler will move out of Early Access and be officially released. We even recorded a video for the occasion https://www.youtube.com/watch?v=8T-q3z4OTDg
The team is hard at work on the remain features and we do plan for another Fast Track update before release. We'll also be recording more videos to discuss game features as the date approaches. In case you missed it, here's our most recent developer blog; https://www.youtube.com/watch?v=vxZprg_-zCw&t=8s
So we hope you'll join us and either pick up the game or add it to your wishlist. We really appreciate all the feedback and support we've gotten from the community.
BattleGoat Studios
Early Access Build 874 Now Live on Fasttrack
The big addition this time is FTL pathing and waypoint support! Orders to systems out of range will now cause ships to make multiple jumps to reach their destination.
Further improvements have been made to AI, tech tree and the planet types. A lot of housekeeping changes in this update.
FastTrack v.874:
Fixed bug where planets would begin to "repair" and slowly increase in size (oops)
Fixed ship upgrade component system ( +5% is different than =5%...)
AI Invasion process updated (work ongoing)
FTL pathing added for long distances, AI and player units, including waypoints
Colonies can no longer declare war on parent region
Parent regions will auto accept offers made from colony
Planet types and visuals updated
Each faction now has a specific homeworld, all homeworlds have at least some food
Faction lore and storyline updates (work ongoing)
Tutorial updates
UI and Graphics updates
--- Slider bar shuttle position fixed
--- Advanced Orders at lobby, button is moved to lower right of basic options
--- Planet HUDs significant updates, allies/enemies indicator add to ring around emblem
--- Fixed "clear all messages" button
--- Lists with regions, action buttons improved, more consistent
Tech tree updates
Fixes to trading with colonies
Fixes to units landing on planets without dropship specialty
Sound file updates
Fixed crash when placing waypoints for Ore Harvester facilities
Fixed potential crashes in various places
Updated various feedback messages
New Outpost facility created for colonies
Updated ballistic shot VFX movement/position
Pause system for messages additional option to control global "pause on events"
Early Access Build 867 Now Live on Fasttrack
Since we made some good progress on AI, we wanted to get another fasttrack pushed out. As of this new build, the various parts of the AI have been connected together such that it is now capable of assembling an invasion force, moving an invasion force, and deploying an invasion force. The AI will also take some basic strategic actions to support the invasion, but we plan to continue expanding and diversifying the AI tactics.
We've also made some big changes to the tech tree and the planet types, but AI tends to be of greater interest to most players.
This update will be a much larger download than normal due to a minor validation that was needed for all 3D model textures. Because of this, they are all seen as having been updated.
FastTrack v.867:
Basic AI space invasion implementation (testing ongoing)
Build Spaceport order renamed to Build Outpost (function is unchanged)
Major balance updates to planets composition and planet visuals
Major tech tree updates
Fixed action buttons in transport ships to manually pick up/drop off crates at stations
Updates to planet popup, controls of planet actions and governor priorities at system level
Tutorial Updates
Minor format validation on ALL game textures.
On map feedback for actions updated, new messages added
Fixes to capture of facilities
Fixes to trade between colonies and merchant AI
Fixed carrier capacity for transport ships of some factions that were zero
Doubled move speed of planetary and stellar transport ships
Various UI and graphic fixes
Updated slider graphic to have notch, but currently positioned too high
Further fixes to avoid "information bleed" of players seeing info on undiscovered factions
Fixed bug where building an orbital station changed player faction to AI controlled
Fixes to unit orders, player vs. AI action priority
Fixes to AI use of hotspots
Fixes to governor priority checking for governor actions
Updates to what planets each race can start on
Fixes to various 3D models for scale and components
Fixed game option to play with Fog of War turned off, regions properly "discovered"
Adjustments to order of availability for some treaties
Fixed player elimination if focused on a colony when the colony dies
Fixes to research not being used by some AI factions
Galactic Ruler Build 0.829 Early Access
We'd like to say a big thank you to all the players who've asked questions and provided feedback during our Early Access for Galactic Ruler. Our recent FastTrack update made some big changes and it's time we brought the public builds up to the latest versions.
The colony system has gone through significant changes and diplomatic trades have been implemented. There are also more races to play now. Our tutorial system has also gotten significant updates to help players learn the game. Below is the full list of changes for public users.
Please note! Changes since the last public update are quite significant. savegames from the previous public build will not be compatible
Players who opt-in to the fasttrack branch have already seen these changes. Since our last public build, we've had 8 fasttrack builds so a lot has changed. This is a condensed list of the changes.
Core features
Tutorial chapters 1 and 2 content completed, chapter 3 in progress
--- Custom load screens added for tutorials
--- Help UI redesigned, work is ongoing for further improvements
Galaxy sizes reduced by half - may be increased again later in development
Added 5 more playable factions
--- Swarm, Rhydandite, Breel, Gulthian and Dicapse
Players can now select a starting force size of up to "massive" space fleet when setting up a new game. Affects all spacefaring regions.
Combat stats of space units and weapons platforms rebalanced
Redesign of colonization and exploitation mechanic
--- Empire planetary territory is now only on the homeworld. Taking territory creates a colony
--- Fixes to taking territory on non-breathable worlds
--- Some facilities renamed to reduce confusion, Space Dock is now Orbital Station
--- Engineers build Orbital Stations above worlds or Spaceports on planet
--- Engineer includes starting Finished Goods and starting military personnel to get more facilities online
--- Cannot place Orbital Stations on Asteroids (see Ore Harvester)
--- Colonies with a planet surface take ownership of their Orbital Station
--- Empire faction can interact with the units of its colonies
--- Resource inventory properly planet-bound
--- Colonies of colonies become colonies of the empire
New facility - Ore Harvester.
--- Set rally point on an asteroid to "mine" for Ore resources. Spawns 2 workers.
New facility - Orbital Station Launch Pad facility
--- If your Orbital Station is destroyed, build this on planet to launch a replacement
Game economy major rebalance, Power plants now require map resource deposits to exploit
Many tech tree updates
Beams are now a tech tree unlock. Once researched, some units can be refitted for beam weapons
Beacon mechanics improved
--- Systems with a beacon show a blue ring around the system status medallion
--- Drones no longer allowed to deploy beacons, only Survey Ships and Engineers
Units can be ordered to self destruct, capture crates, station in position.
Pirate faction influences and action archetypes updated
AI
Updated AI build preference system for better mix of ships
Improved AI action request/response system
AIParams refactored AI Build sequence system
Updated pathing through neutral territory at system level
Diplomacy
Fixes to treaties system, updates to First Contact mechanic
Various new treaties added in Diplomacy with other regions.
Diplomacy between factions implemented, Merchant AI used to transfer traded
Added Orbital Storage facility for system level. Replaces Spaceport for planets with no surface. Trade of resource requires either a Spaceport or an Orbital Storage
Fixes to Diplomacy screens for interaction with colonies
Resource department allows for creating crates for transport
Multiplayer
Resolved MP Sync issue caused by use of tprand in AI map list scan
MP UI fixes
Steam Username better handling in MP lobby and for savegame naming
Better support for long messages in MP chat
Multiplayer chat word wraps properly, whisper @ function cleaned up
Steam player name cleanup now fixed for pre-Win10
Fixes to multiplayer sync on reload
Improved multiplayer stability
User Interface
Ability to switch to colony at system level added. More UI elements planned to make switching to your colony easier.
On Map Notifications now show on level up hex
Unit order sequence in lists updated
Rules of Engagement for space level implemented
Fixed next/previous space production location selector
Declare War menumap item opens popup instead of department
Fixed colony emblems
Tightened up information bleeds in UI
Clean up of right click options at system and galaxy
Button added to the system level UI, top left, to cycle through beacon locations.
Unit Orders list now has tooltips for order details (partially written, ongoing)
Planet type names shown, might create some mismatch types (work ongoing)
Various UI fixes and improvements
Visuals and Graphics
Size of system maps adjusted for more zoom out, Max zoom in increased (reset options to apply)
Added visual "bounce" effect when going up a level (visual improvement only)
Game Cursors updated (wait cursor, waypoint cursor, Build cursors, default choices and more)
Updated energy shield and Survey VFX
Space ballistic shot/hit updated, style and speed refactored
Fixes to visual effects for smoke and shots
Ballistic shot graphic colour at space level updated
Updated Command Unit and Radar Truck 3D models
Fixed FTL spin up effect. Adjusted growth model and maximum size
Faction emblems improved
Updated tree models and 3D Model Shader system better tree visuals
Fixes to background graphics, slider bar graphics when using GUI scaling
Fixed some models with wrong texture file type
Sound/Audio
Refactored Music Playback system
Replaced many music tracks, added many more, music almost completely redone
Sound and music default values adjusted
Updates to sound engine / track switch timing
Game Engine
Various additions to scripted events system condition checks to support tutorial objectives
Rebalanced planet scale sizes, add more variability to gas giant sizes and non-landable
Fixes for internal change of player counts related to updated colony model
Implemented faction edible resource (defines what they eat)
Fixed multi-threading issue on Random Number Generator
Improved performance for level change
Game performance improvements and optimizations
Improved galaxy procedural generation mechanic
Planet level procedural generation updated for better facility dispersion.
Improvements to Capture order system
Fixes to ownership when an orbital station is destroyed/captured
Improvements to galaxy generation - asteroid placement
General Fixes
Fixed missing Merchant Marine unit on planet (oops!)
Fixes to facility attack order, FTL order conflict with Formation move.
Cleaned up some GameTexture allocation memory leaks
Various newsitem and translation fixes
Combat system fixes
Fixed a variety of potential and actual crash issues
Fixed planet level direct combat attacks
Added stability in unit order processing
Name system fixes for cities/planets
Space facilities no longer need hex loyalty to use destroy command
Fixes to unit use of "attack facility" rules
Formation move ignored at galaxy level
We also recorded a livestream a few days ago that shows off a bunch of the newest features. BattleGoat YouTube Livestream
Early Access Build 829 Now Live on Fasttrack
The colony system has gone through further significant changes. Testing from the last update quickly revealed that it was causing players to have too many different colonies, many of them very minor strategic positions for the player. The new rules attempt to keep clusters of colonies under a single owner if they have only system level assets. The clearest example is a player adding orbital stations to the moons of their homeworld now retains ownership of those stations and by extension any shipyards built there. If players later establish an outpost or colony on one of those moons, the orbital station ownership shifts to belong to the colony.
This update also unlocks 3 more races; the Breel, the Gulthian and the Dicapse. This brings the number of playable factions up to 13. We've also reduced the galaxy sizes. In testing we found it spread players too far across the galaxy. This will continue to be evaluated and additional advanced options for size are planned.
Three new factions available
Changes to colonization system
--- Orbital stations on moons will stay owned by the same faction where possible
--- Taking a planet will switch the Orbital Station ownership when relevant
--- Fixes to taking territory on non-breathable worlds
--- Colonies of colonies become colonies of the empire
--- Colonies providing initial stock of goods and personnel
Fixes and improvements to diplomatic trades
Galaxy sizes reduced by half - may be increased again later in development
Ballistic shot graphic colour at space level updated
Improvements to Tutorial chapters 2 and 3
Fixes to 3D model lighting system
Improvements to galaxy generation - asteroid placement
Fixes to resource trading with Merchant AI
Fixes to crate management
Fixes to beam weapon system
Updates to game cursor system
Various sound, UI and graphics updates
Unit Orders list now has tooltips for order details (partially written, ongoing)
Planet type names shown, might create some mismatch types (work ongoing)
4K scaling fixes to slider bar graphics
Tech tree changes, FTL transport ship now available earlier
Added self destruct order
We also recorded a livestream a few days ago that shows off a bunch of the updated features. https://www.youtube.com/watch?v=-7SpqSBevSw
Early Access Build 805 Now Live on Fasttrack
Our latest FastTrack update came up at the end of last week. We've made big improvement to how commodity trading is done, much easier to meet Energy demands. Maybe it's too easy now. We've also done a major rebalancing of early game space units. Also added a new facility to help defend your homeworld from pirates in the early game.
We've also done a developer live stream to talk about these recent changes.
https://youtu.be/Igg3Gc332Rw
Full change log for version 0.805;
Combat stats of all early game units rebalanced. Battles should be much more interesting.
Resource department, market trades, new controls to set "target supply" for each commodity
--- Locking the commodity will reset the slider to neutral, but can be adjust to order more trades
Resource department, market controls, Build Export now allows putting goods into "crates" in your space dock which can then move to your transport ships
--- This system for setting crates size has some inherent flaws and is a temporary solution. How you set the quantity for the crate will be changed in a future update.
Space Engineers are now capable of dropping on planets. Can be consumed to produce a spaceport on new worlds to exploit them.
Pirate crews increased so they can capture and be more piratey
New Defense Platform facility added for system level, early homeworld defense
Terrain graphic optimizations
Pirates will declare war if a faction incurs (crosses into their territory)
Resolved conflict between mouse drag and mouse right click
Internal DaysPerYear changed to 100 from 365 (should be fine…)
Various minor UI fixes, engine fixes and optimizations
Tutorial 2 much improved, nearly complete
Tutorial 3 updates (still ends abruptly, but working)
Tech tree balance of "leads to" technology links improved
Localization and text fixes
BattleGoat Developer Blog
In our latest video, we asked for community feedback on specific topics. We're looking to know what players think about the way they can now control the units from their colony. We also asked about what players would like to see on the topic of minor races. Any and all feedback is of course welcome. Check out the video here;
https://www.youtube.com/watch?v=cacCszn1hiY
Early Access Build 793 Now Live on Fasttrack
Just in time for your Christmas holidays, Galactic Ruler has been updated again on FastTrack. As well as 2 new races, the diplomacy has been updated with a number of new treaties.
We missed announcing version 0.788 so two changelog lists are included here. We also plan to some live streams in the new year, so keep an eye out for those if you'd like to see some of the gameplay.
FastTrack v.793:
Added Swarm and Rhydandite races (AI and Silica based) Various new treaties added in Diplomacy with other regions. Fixed colony flags Multiplayer chat word wraps properly, whisper @ function cleaned up Fixes to Steam username not displayed on older operating systems Size of system maps adjusted for more zoom out Max zoom in increased (reset options to apply) Sound and music default values adjusted Colony system fixes Trade/Diplomacy system fixes Flag updates Fixes to multiplayer sync on reload Fixed planet level direct combat attacks Tightened up information bleeds in UI Clean up of right click options at system and galaxy Implemented faction edible resource (defines what they eat) UI updates Equipment stat fixes Updated VFX for shots, hits Updated tree models, work in progress Added stability in unit order processing Many minor fixes
FastTrack v.788:
Fixed crashes inspecting future facility designs VFX Updates --- space ballistic shot updated, style and speed refactored --- Fixed FTL spin up effect. Adjusted growth model and maximum size Colonize order builds spaceport Merchant AI deliver to spaceport instead of spacedock as intermediary Multiple diplomatic trade messages fixed Declare War menumap item opens popup instead of department Fixes for internal change of player counts related to updated colony model Better support for long messages in MP chat Multiplayer chat‘@’ to whisper in MP fixed Steam player name cleanup now fixed for pre-Win10 Formation move ignored at galaxy level Minor UI and graphic fixes
Early Access Build 786 Now Live on Fasttrack
Our latest fasttrack is focused mostly on bug fixes, but we did sneak in a few goodies as well.
The notable new addition is that landing on other worlds will always create a colony immediately. This ensures that territory owned by your empire leading faction is only on the home world. This is important for enforcing that resources on a planet are planet-bound. The trade and transfer system continues to be made more robust and fits well with this system. More colony improvements will be included in future updates.
FastTrack v.786:
Major update to colony system
--- Each new world reached immediately starts a colony for the empire
--- Empire planetary territory is now only on the homeworld
--- Resource inventory properly planet-bound
Fixes to trades/diplomacy
Rules of Engagement for space level implemented
Minor combat fixes
Fixed crashes (Load into, music loop and UI flaw)
Planet level procedural generation updated for better facility dispersion.
Resolved MP Sync issue caused by use of tprand in AI map list scan
MP UI fixes
Steam Username better handling in MP lobby and for savegame naming
Fixed next/previous space production location selector